Voting is open
Okay. We can put it off a year.
Which is good, because we need ALL the Personal Actions.
*checks*
Successful battle, kills five dreadnoughts, rescues a fleet, but no bump in public opinion?
Virmirean public seems to be getting blase about Mira's Miracles.

QUESTION
Did 3RWF really lose 65% of it's combat strength? Or are we looking at disabled ships as well?
And if they lost those ships, did they lose the personnel as well?
 
Mira would hate being part of a party, and right now doesn't really need one.

Anyway, here's a first draft of what I think we should do, probably. Budgeting is rough, though, and I think I might be over depending on how the question of money for the Explorer Corps is handled? I'm a bit uncertain about that.

[ ] Military Outposts: ... Time: 1 year. Cost: 40,000 credits. Chance of Success: 75%. Effect: Establish a permanent military presence in a system of your choice (sub-vote to follow for which). This provides a secure base within the cluster for your ships to use and provides excellent ship basing quickly. Certain systems will also provide passive benefits to background military reforms. Will provide enough docks to hold the 3rd RWF.

[ ] Logistics II: There is never enough. Time: 3 years. Cost: 57,000 credits. Chance of Success: 80%. Effect: Integrating the various lessons you've learned at varying points of your logistics development, improve your logistics network once more so that you can reliably sustain and supply a multi-cluster offensive.

Building up our infrastructure to sustain larger fleets and operations seems like a must; Resurgent Grace was at the fingertip limit of what we could do and we may need more than that soon.


[ ] PR, Always PR: ... Chance of Success: 68%. Cost: 15,000 credits. Effect: Run media campaigns reinforcing your veto of the Bill of Declaration. While the primary aim is to help your numbers to recover, it will likely also increase loyalist sentiment.

[ ] Investigate the Secessionists: ... Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits. Effect: Approach Secessionist party leaders to get a better read on their exact wants and needs, and how your policy decisions might interact with them.

Mira IS an asari. Taking the long view is indicated. A year spent figuring out what's going on will help us draft our own declaration of independence if/when we decide we want one.

If we don't take "Knowledge Exchange," I'd like to take "PR, always PR."



[ ] Rebalance Food Production: ... Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits. Effect: Subsidize and reserve yearly batches of crops and animals that the quarians will be able to eat, solving the food crisis at the cost of making them long for the halcyon days of stale MRE's.

[ ] Build More Docks: ... Chance of Success: 80%. Cost: 50,000 credits. Effect: Put a patch on the issue of dock space by just cranking out more in Virmire orbit.

Being able to build lots and lots more ships, or to repair a fleet without disrupting our construction, strikes me as important.



[ ] Databanks: ... Time: 1 year. Chance of Success: 70%. Cost: 25,000 credits. Effect: Get people to slice into the quarians' ship computers while you're repairing their vessels, recovering massive amounts of sensitive information.





[ ] Explorer Corps: ... Time: 3 years. Chance of Success: 60%. Cost: 40,000 credits, -5,000 yearly income. Effect: Establish the Explorer Corps, a military-scientific organization exclusively devoted to exploring the unknown, and give them the mandate to maintain their vessels and organize regular exploration and survey missions. Automatically make a handful of exploration checks every year for as long as you have reachable and unexplored systems. Gain the Explorer Corps as a branch of your navy. *Starfleet intensifies* 2 of 3 years.

[ ] Emergency Response: ... This is...not going to be fun. Time: 1 year. Chance of Success: 50%. Cost: 50,000 credits. Effect: Divert medical funding to make a brand-new branch of your pharmaceuticals industry appear overnight; address quarian medical problems.

Not taking the 'supplements' option because the 'rebalance' option under Stewardship seems more likely to succeed. I want to finish off the Explorer Corps project so we can start reaping the rewards, and so it's not hanging over our heads.


The only thing we might want to change is to shift explorer corps to the military and wait on logistics. MoS will be fully free next year if we do it. That being said, it's mostly because I'm worried that there are hidden penalties to it for leaving it fallow.


Actually, @PoptartProdigy is there any other loss to letting a Learning action lay fallow besides the loss of a year worth of progress? Because that's something that we really need to know.
 
Okay. We can put it off a year.
Which is good, because we need ALL the Personal Actions.
*checks*
Successful battle, kills five dreadnoughts, rescues a fleet, but no bump in public opinion?
Virmirean public seems to be getting blase about Mira's Miracles.

QUESTION
Did 3RWF really lose 65% of it's combat strength? Or are we looking at disabled ships as well?
And if they lost those ships, did they lose the personnel as well?
Like the screen says, you're running up against your first real political issue, and the fact that it can be argued to tie into survival means it's more resistant to your usual victories than most other things.

And yes, fully 65%. It was already down to around half strength by the time you got there, and then you had it play anvil. 35% is what's going to be left once you finish all repairs. Personnel is a little more lopsided; thanks to your rescue efforts, the quarians are actually going to have a slight staff surplus.
The only thing we might want to change is to shift explorer corps to the military and wait on logistics. MoS will be fully free next year if we do it. That being said, it's mostly because I'm worried that there are hidden penalties to it for leaving it fallow.


Actually, @PoptartProdigy is there any other loss to letting a Learning action lay fallow besides the loss of a year worth of progress? Because that's something that we really need to know.
...yes, it is. Which is why you can rest easy. You just lose a year of progress. And then a year making it back, which means two in total. But nothing unstated.
 
Mira would hate being part of a party, and right now doesn't really need one.

Anyway, here's a first draft of what I think we should do, probably. Budgeting is rough, though, and I think I might be over depending on how the question of money for the Explorer Corps is handled? I'm a bit uncertain about that.

[ ] Military Outposts: ... Time: 1 year. Cost: 40,000 credits. Chance of Success: 75%. Effect: Establish a permanent military presence in a system of your choice (sub-vote to follow for which). This provides a secure base within the cluster for your ships to use and provides excellent ship basing quickly. Certain systems will also provide passive benefits to background military reforms. Will provide enough docks to hold the 3rd RWF.

[ ] Logistics II: There is never enough. Time: 3 years. Cost: 57,000 credits. Chance of Success: 80%. Effect: Integrating the various lessons you've learned at varying points of your logistics development, improve your logistics network once more so that you can reliably sustain and supply a multi-cluster offensive.

Building up our infrastructure to sustain larger fleets and operations seems like a must; Resurgent Grace was at the fingertip limit of what we could do and we may need more than that soon.

I think we want Integrating Reforms before Logistics II. Our main schtick is going to be raiding (and defending) for a while. I think multi-cluster offensives are a ways off.

Although moving starfleet under the military might be more important than either. That way we can take the quarian medical option and finish our medical reforms this year.

[ ] Rebalance Food Production: ... Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits. Effect: Subsidize and reserve yearly batches of crops and animals that the quarians will be able to eat, solving the food crisis at the cost of making them long for the halcyon days of stale MRE's.

[ ] Build More Docks: ... Chance of Success: 80%. Cost: 50,000 credits. Effect: Put a patch on the issue of dock space by just cranking out more in Virmire orbit.

Being able to build lots and lots more ships, or to repair a fleet without disrupting our construction, strikes me as important.
Do we need the docks if we're already making the military outposts? My inner 4X nerd is crying out for the FDO expansion and/or Colony Equipment option.
 
I think we want Integrating Reforms before Logistics II. Our main schtick is going to be raiding (and defending) for a while. I think multi-cluster offensives are a ways off. That's a fair point, and I welcome more thoughts on it.

Although moving starfleet under the military might be more important than either. That way we can take the quarian medical option and finish our medical reforms this year.
Our medical reforms aren't going to finish these years under any circumstances. They are an ongoing project.

Do we need the docks if we're already making the military outposts? My inner 4X nerd is crying out for the FDO expansion and/or Colony Equipment option.
That is not a bad point. I'm kind of biased in favor of ALL THE DOCKS because I figure that we have a good chance of speeding up ship production if we have more yard capability, and faster ship production would be very helpful now that we're starting to take actual capital ship losses.

Mate:

Calm down. It's fine. Get some sleep, you deserve it. :)
Okay, so just to be clear, if we skip a year on one of the ongoing projects, we lose one of the years we already have? So, say, if we don't do anything with the Explorer Corps this year, next year we'll find that they've dropped from 2/3 years to 1/3 years, with two years to go instead of one before they complete?

That makes holding off on the 'locked' options super unattractive.
 
Our medical reforms aren't going to finish these years under any circumstances. They are an ongoing project.

Active participation of MoL in the "Fun Coupons" is needed for only one year. Thus, if we don't delay it, this program finishes in 6 turns (Counting this one) and active participation is finished on this turn, allowing us to take a new option on next one.

It is better to finish both EC and coupons on this turn, because if we don't do so, then these options would be locked for longer.
At the same time, Emergency needs doing, so it would be preferable to transfer EC to MoD to complete it this year.
 
Last edited:
[] Plan juggling fire
[ ] Military Outposts: You've identified a few systems in Sentry Omega suitable for the establishment of dedicated military outposts. Setting up a base in one of them would establish extremely thorough ship basing and provide a secure basing point for your military deeper into the cluster. Time: 1 year. Cost: 40,000 credits. Chance of Success: 75%. Effect: Establish a permanent military presence in a system of your choice (sub-vote to follow for which). This provides a secure base within the cluster for your ships to use and provides excellent ship basing quickly. Certain systems will also provide passive benefits to background military reforms. Will provide enough docks to hold the 3rd RWF.
-[] SO13
its close and gives us a bonus

[ ] Take Over the Explorer Corps: The MotS is busy, and a lot of the problems you face this year are best solved by them. The EC is at the point where the military could plausibly take over the project to finish up, and the Corps' experience in the Nubian Expanse will help with that. This would free the MotS to address some of your other issues, without dropping the EC altogether. Time: 1 year. Cost: 20,000. Chance of Success: 85%. Effect: Explorer Corps option finished by MoW. On fail, the EC option still transfers to the MoW, but does not complete and remains locked for another year as the transition is bungled.
we can take these over freeing up a learning action.

[ ] Investigate the Secessionists: You do not want to commit to a course of action without a full understanding of the situation. These Secessionists have one obvious goal, but there may be more, or creative approaches to solving their problems. It turns your stomach to treat with a political party, but you need information, and you doubt that they would refuse to speak with you; they're not hostile yet. Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits. Effect: Approach Secessionist party leaders to get a better read on their exact wants and needs, and how your policy decisions might interact with them.
lets get information before going forward

[ ] Knowledge Exchange: To an extent, your shipyard workers will uncover a lot of information about quarian shipbuilding just by working on the ships, but there's more you'd like to know. Doctrine, logistics, tactics and strategy -- all of these things are valuable to a military power, and the Republic has institutional traditions here that could serve you well. The issue is convincing Admiral Malan -- all of those things are doubtlessly classified, and sharing them will weigh against him back home when you contact the Republic. Time: 1 year. Chance of Success: 35%. Cost: 35,000 credits. Effect: Gain access to quarian military doctrine and a more complete picture of their shipbuilding methods and technology. Problems for Malan later down the line.

[ ] Rebalance Food Production: Dextro-levo incompatibility is not complete, and honestly it's more a mining canary for a whole host of other issues than the core problem with quarians and levo food. Some -- a very limited some, mind -- of the foods you produce here on Virmire are edible to quarians, and if you scrape deep through the records of last year's yields, you can just barely hit, "nutritionally-complete diet," by some miracle of chance. It would mean one particular arrangement of not-very-well-coordinated foods for every single meal over the entire duration of the quarians' stay. It won't be tasty, and it'll get boring. Morale may very well become an issue eventually, but it'll feed your guests in the short term, and absent a disaster, you know you can do it. Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits. Effect: Subsidize and reserve yearly batches of crops and animals that the quarians will be able to eat, solving the food crisis at the cost of making them long for the halcyon days of stale MRE's.
Highest chance of success
[ ] Expand the FDO: With a couple of success stories under her belt, and proof that she's willing to play ball with your objectives as well as hers sitting in orbit over the colony prospect in Assilia, Director Virani feels confident enough to request that you allocate her office additional resources. She's asking for you to double her budget, in fact, citing the immense pressures of the military expansion, the colony effort, and the ongoing medical effort as her reason for why she needs the resources to pick up the rate on your expansion. With the arrival of the 3rd RWF, her requests have grown only more pointed. She has a point; you've often run deficits, and you need to keep expanding the economy to fuel your war machine. You've also considered a more general expansion of her responsibilities given her office's demonstrable expertise. Time: 1 year. Chance of Success: 90%. Cost: -35,000 yearly income. Effect: Authorize a budget expansion for the FDO and review the extent of their remit.
we need to industrialize the planet even more.
[ ] Digging For Receipts: It's impossible to build a warship without leaving a paper trail, and Virmirean merchants have been generating a lot of paper in deals with the Lystheni of late. Odds are that the metal going into the Lystheni's brand-new warships came our of Virmirean mines. Use your SIGINT network and your record of transactions with the Lystheni to figure out a lead, and try to see if you can find somebody who will talk. Time: 1 year. Chance of Success: 45%. Cost: 32,000 credits. Effect: Trace the connections, find a rat, and make them squeal. Trace the evidence trail until you find out what the Lystheni have built for their navy.
I don't trust the Lystheni and want to find out more.
[ ] Databanks: While the quarians have no choice but to accept your help in rebuilding their ships, thus far they have insisted on handling anything to do with ship computers themselves. Not unreasonable, but you'd rather see what's on those computers. Insisting would be impolitic, so...better if the other person never even knows the you might even want to ask forgiveness, yes? Time: 1 year. Chance of Success: 70%. Cost: 25,000 credits. Effect: Get people to slice into the quarians' ship computers while you're repairing their vessels, recovering massive amounts of sensitive information.
Of course I want to steal there data.
[ ] Dispense the Fun Coupons: Make it fucking rain. Drench the medical field in money until it can hardly spend it fast enough. Found new schools. Run massive propaganda campaigns. Bleed credits until Virmire's medical schooling network achieves modernity. Time: 5 3 years locked, 10 8 years to effect. Chance of Success: 80%. Cost: -50,000 yearly income until effect. Effect: Completely renovate Virmire's medical schools through the vector of oceans of cash money. Completely solves doctor crisis. 2 of 3 years.
lets finish these critical success
[ ] Emergency Response: The 3rd RWF is critically low on crucial medical supplies. With many crew members still in need of urgent medical attention, the MotS absolutely needs to divert all available resources to the matter of figuring out how to synthesize those medicines using only materials from an incompatible biosphere. This is...not going to be fun. Time: 1 year. Chance of Success: 50%. Cost: 50,000 credits. Effect: Divert medical funding to make a brand-new branch of your pharmaceuticals industry appear overnight; address quarian medical problems.

[ ] Personal Attention:
Knowledge Exchange
Emergency Response
Commit Hero: Kurik, Intrigue, Databanks
 
Last edited:
[] Plan juggling fire

I have 2 questions:
1) What is the second Diplomacy option taken?
2) Why turn Mira's personal attention to "Digging for receipts"?
Wouldn't it be better to activate Kurik for "Databanks"/"Receipts" (Preferably "Databanks". With Lystheni we already have frosty relations, meanwhile failure on "Databanks" would be detrimental to our relations with agreeable quarian admiral) and turn Mira's attention to "Rebalance food production" & "Emergency response"?
 
Last edited:
[]Plan Bodyshop
-[]Martial 1: Military Outposts: 40,000: DC 26 - Minister 11 = DC15
-[]Martial 2: Take Over The Explorer Corps: 20,000: DC16 - Minister 11 = DC5
-[]Diplomacy 1: PR, Always PR: 15,000: DC33 - Minister 11 = DC22
-[]Diplomacy 2: Approach The Secessionists: 15,000: DC29 - Minister 11 = DC18
-[]Stewardship 1: Expand The FDO: -35,000 Income: DC11 - Minister 10 = DC1
-[]Stewardship 2: Rebalance Food Production: 30,000: DC21 - Minister 10 = DC11
-[]Intrigue 1: Databanks: 25,000: DC31 - Minister 12= DC19
-[]Intrigue 2: Digging For Receipts: 32,000: DC56 - Minister 12= DC44
-[]Learning 1: Emergency Response: 50,000: DC51 - Minister 11= DC40
-[]Learning 2: Dispense The Fun Coupons [Already costed into income]
-[]Personal 1: Personal Attention Military Outposts
-[]Personal 2: Personal Attention Emergency Response
-[]Personal 3: Commit Hero: Kurik, Intrigue, Databanks

RESERVES: 357,000
INCOME: 318,000

BUDGET= 40,000+ 20,000+15,000+15,000+30,000+25,000+32,000+50,000
= 227,000 credits
AND -35,000 Income

REASONS
Martial
Military Outposts for extra docking space. This is essential, hence it gets a Personal Action.
Take Over The Explorer Corps ensures it finishes this turn, freeing up Learning slots for attempting to reverse-engineer Quarian tech, or integrate anything they share with us. So it's currently more important than Logistics II or even Integrating Reforms.

Diplomacy
Talk to the Secessionists to find out what they want in detail before deciding a course of action. Knowledge is power.
PR because Poptart removed the other Lystheni option; we don't need the PR, but the only other option with a good chance of success will worsen external relations with our closest neighbor at a time they're already concerned.

Put off talking with Malan until we get a chance to see what's in the databanks and personnel files of the quarians, and can tailor our arguments accordingly.

Stewardship
FDO because we need more money yesterday, and this action will double our mining outpost acquisition rate.
Rebalance Food Production is a stopgap to feed the quarians until we can take the appropriate Learning action to solve the problem completely.

Put off Colonization till next turn.

Intrigue
Databanks because if we're going to schmooze Malan into fully cooperating with us, and sharing tech and organizational procedures, it helps to know who he is, and what sort of appeals he'll best respond to. It also gives us detailed intel on their encounters with the Rachni, battlefield communications with the Terminus Alliance, how many unopened relays are in the Far Rim, all that jazz.

Digging For Receipts because we should probably keep an eye on the Lystheni as well. And if it fails, we can repeat it.

Learning
If we take do not take Coupons this year, it will take us four or five years instead of three. We take it now, it finishes this year, and frees up a Learning RnD slot for research. Plus, it doesn't make thematic sense to invest in quarian medicine at the same time we're stopping investment in our medical infrastructure.

Emergency Response because sick quarians need drugs and medical supplies. And quarians are in short supply. This gets a Personal Action as well.

Personal Action
Double down on Military Outposts, essential because we need a place to put the quarian fleet.
And on Emergency Response, to prevent them from all dying if injured for lack of drugs.
Committing Hero to Databanks because his Intrigue 15 plus Shurna's Intrigue 22/2 brings the DC down to DC4, significantly increasing odds of success.
 
Last edited:
[ ] Plan Recover and Expand
- [ ] Military Outposts Time: 1 year. Cost: 40,000 credits. DC = 25 - 11 = 14 - 24 = -10
- [ ] Take Over the Explorer Corps: Time: 1 year. Cost: 20,000. DC = 15 - 11 = 4
- [ ] Investigate the Secessionists: Time: 1 year. Cost: 15,000 credits. DC = 27 - 10 = 17 - 16 = 1
- [ ] Start My Own: Time: 1 year. Cost: 23,000 credits. DC = ??? - 10
- [ ] Build More Docks: Time: 1 year. Cost: 50,000 credits. DC = 20 - 10 = 10
- [ ] Rebalance Food Production: Time: 1 year. Cost: 30,000 credits. DC = 20 -10
- [ ] Databanks: Time: 1 year. Cost: 25,000 credits. DC = 30 - 11 = 19 - 15 = 4
- [ ] Digging For Receipts: Time: 1 year. Cost: 32,000 credits. DC = 55 - 11 = 44
- [ ] Dispense the Fun Coupons
- [ ] Dietary Supplements: Time: 1 year. Cost: 40,000 credits. DC = 30 - 11 = 29
- [ ] Personal Attention: Investigate the Secessionists
- [ ] Personal Attention: Military Outposts
- [ ] Commit Hero Unit: Captain Jamar Kurik - Databanks

Total cost: 275,000 Credits
Income: 318,000 Credits

This is all about making sure the Quarians are in the best possible shape to help hold the line in AB if not participate in the Great Northern War. We should also seize the opportunity to expand our shipbuilding and basing because now we have the Rachni's attention.

[ ] Plan Enemy of My Enemy
- [ ] Military Outposts: Time: 1 year. Cost: 40,000 credits. DC = 25 - 11 =14
- [ ] Integrating Reforms: Time: 3 years. Cost: -50,000 yearly income (permanently, and applied from start of option). DC = 40 - 11 = 29 - 24 = 5
- [ ] Knowledge Exchange: Time: 1 year. Cost: 35,000 credits. DC = 65 - 10 = 55 - 16 = 39 - 16 = 23
- [ ] Start My Own: Time: 1 year. Cost: 23,000 credits. DC = ??? - 10
- [ ] Build More Docks: Time: 1 year. Cost: 50,000 credits. DC = 20 -10 = 10
- [ ] Databanks: Time: 1 year. Cost: 25,000 credits. DC = 30 - 11 = 19
- [ ] Bugs, Bugs Everywhere: Time: 1 year. Cost: 32,000 credits. DC = 41 - 11 = 30 - 15 = 15
- [ ] Dietary Supplements: Time: 1 year. Cost: 40,000 credits. DC = 30 - 11 = 19
- [ ] Dispense the Fun Coupons
- [ ] Personal Attention: Integrating Reforms
- [ ] Personal Attention: Knowledge Exchange
- [ ] Commit Hero Unit: Captain Jamar Kurik - Bugs, Bugs Everywhere

Cost: 295,000 Credits
Income: 268,000 Credits

This is all about wringing as much information as we can out of the Quarians as possible. Use a velvet hand to cover the iron fist and welcoming arms to hide the knife in the back.

[ ] Plan Homefront
- [ ] Military Outposts: Time: 1 year. Cost: 40,000 credits. DC = 25 - 11 =14
- [ ] Integrating Reforms: Time: 3 years. Cost: -50,000 yearly income (permanently, and applied from start of option). DC = 40 - 11 = 29 - 24 = 5
- [ ] Investigate the Secessionists: Time: 1 year. Cost: 15,000 credits. DC = 27 - 10 = 17 - 16 = 1
- [ ] Start My Own: Time: 1 year. Cost: 23,000 credits. DC = ??? - 10
- [ ] Build More Docks: Time: 1 year. Cost: 50,000 credits. DC = 20 - 10 =10
- [ ] Colony Equipment: Time: 2 years. Cost: 75,000 credits, -30,000 yearly income DC = 25 - 10 = 15
- [ ] Databanks: Time: 1 year. Cost: 25,000 credits. DC = 30 - 11 = 19
- [ ] Digging For Receipts: Time: 1 year. Cost: 32,000 credits. DC = 55 - 11 = 44 - 15 = 29
- [ ] Dispense the Fun Coupons
- [ ] Dietary Supplements: Time: 1 year. Cost: 40,000 credits. DC = 30 - 11 = 19
- [ ] Personal Attention: Integrating Reforms
- [ ] Personal Attention: Investigate the Secessionists
- [ ] Commit Hero Unit: Captain Jamar Kurik - Digging For Receipts

Cost: 350,000 Credits
Income: 238,000 Credits

Edit: Kirai is an absolute beast at Diplomacy and Intrique
Edit 2: Whoops, good catch Uju.
Edit 3: Kurik isn't as much Diplo/Intrigue bullshit as Kirai, but then again she got a few centuries on him.
 
Last edited:
I have 2 questions:
1) What is the second Diplomacy option taken?
2) Why turn Mira's personal attention to "Digging for receipts"?
Wouldn't it be better to activate Kurik for "Databanks"/"Receipts" (Preferably "Databanks". With Lystheni we already have frosty relations, meanwhile failure on "Databanks" would be detrimental to our relations with agreeable quarian admiral) and turn Mira's attention to "Rebalance food production" & "Emergency response"?
Sorry was not finished added the second action For Knowledge exchange and I will be putting the hero units on Knowledge exchange and databanks.
 
[]Plan Bodyshop


Plenty good enough for me.

Edit: uju why!? I trusted you! Why'd you have us jump the gun on voting!?
 
Last edited:
Aside from the usual minutiae of government communications, not much, no.
This has to be a really nightmarish scenario for them. The relative juggernaut that's keeping out the bugs is expanding, isn't burning their connections to the Citadel, has a military they certainly can't hope to contend with, and knows they are screwing them to some extent but hasn't been roused yet.

Either Salarian hubris is in full effect, or the Lystheni are fully aware this situation is not sustainable and are probably going to do something rash to change it. Possibly both.
 
Either Salarian hubris is in full effect, or the Lystheni are fully aware this situation is not sustainable and are probably going to do something rash to change it. Possibly both.
Nah, I'm sure our paranoid, secretive neighbors with an intrigue boner and a likely serious inferiority complex and brand new Navy won't do anything rash.
 
Nah, I'm sure our paranoid, secretive neighbors with an intrigue boner and a likely serious inferiority complex and brand new Navy won't do anything rash.
The thing is, we have to assume they're competent for all that it's a fair guess to say it'll be somewhat rash. We can't take for granted that whatever it is, if left to their own devices the Lystheni won't be ineffective.
 
"Variable, extremely," says Malan. "The loss of the 3rd is a blow to the Republic, particularly in the sense of our willingness to fight. Our navy emphasizes Massalian doctrine. Having taken such losses, the Republic will be reluctant to commit to another offensive. Of course, they would almost certainly be willing to commit to another -- demand one, in fact, immediately -- if they knew we were safe within your lines...but they do not. As for the Citadel, I can say with certainty that they are unprepared to go on the attack. They have borne the brunt of the Swarm's attentions, and the offensive on their front has only recently stopped. They need time to rebuild. The Terminus, on the other hand, still has some steam left. They've taken losses in their offensives, but they were ready to commit to another. I suspect, however, that their renewal of the offensive was due entirely to the Republic's participation. If the Republic pulls out -- which, again, given the 3rd's unknown fate, I consider very likely -- the Terminus simply may not have sufficient forces to continue the attack."

Did I not say exactly pretty much exactly this about the Quarians? And how knowing their fleet was safe would lead to them moving heaven and earth to bring their people home? And now we might not have the chance. Figures.
 
The thing is, we have to assume they're competent for all that it's a fair guess to say it'll be somewhat rash. We can't take for granted that whatever it is, if left to their own devices the Lystheni won't be ineffective.
Oh, I'm sure that whatever it is we're going to have to bank on our intelligence services to see it, or we're going to be blindsided. The Lystheni know what they are doing, and they are good at it. It's how they keep coming out ahead of the power that is in basically every way their superior.
 
Mira would hate being part of a party, and right now doesn't really need one.

Anyway, here's a first draft of what I think we should do, probably. Budgeting is rough, though, and I think I might be over depending on how the question of money for the Explorer Corps is handled? I'm a bit uncertain about that.

[ ] Military Outposts: ... Time: 1 year. Cost: 40,000 credits. Chance of Success: 75%. Effect: Establish a permanent military presence in a system of your choice (sub-vote to follow for which). This provides a secure base within the cluster for your ships to use and provides excellent ship basing quickly. Certain systems will also provide passive benefits to background military reforms. Will provide enough docks to hold the 3rd RWF.

[ ] Logistics II: There is never enough. Time: 3 years. Cost: 57,000 credits. Chance of Success: 80%. Effect: Integrating the various lessons you've learned at varying points of your logistics development, improve your logistics network once more so that you can reliably sustain and supply a multi-cluster offensive.

Building up our infrastructure to sustain larger fleets and operations seems like a must; Resurgent Grace was at the fingertip limit of what we could do and we may need more than that soon.


[ ] PR, Always PR: ... Chance of Success: 68%. Cost: 15,000 credits. Effect: Run media campaigns reinforcing your veto of the Bill of Declaration. While the primary aim is to help your numbers to recover, it will likely also increase loyalist sentiment.

[ ] Investigate the Secessionists: ... Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits. Effect: Approach Secessionist party leaders to get a better read on their exact wants and needs, and how your policy decisions might interact with them.

Mira IS an asari. Taking the long view is indicated. A year spent figuring out what's going on will help us draft our own declaration of independence if/when we decide we want one.

If we don't take "Knowledge Exchange," I'd like to take "PR, always PR."



[ ] Rebalance Food Production: ... Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits. Effect: Subsidize and reserve yearly batches of crops and animals that the quarians will be able to eat, solving the food crisis at the cost of making them long for the halcyon days of stale MRE's.

[ ] Build More Docks: ... Chance of Success: 80%. Cost: 50,000 credits. Effect: Put a patch on the issue of dock space by just cranking out more in Virmire orbit.

Being able to build lots and lots more ships, or to repair a fleet without disrupting our construction, strikes me as important.



[ ] Databanks: ... Time: 1 year. Chance of Success: 70%. Cost: 25,000 credits. Effect: Get people to slice into the quarians' ship computers while you're repairing their vessels, recovering massive amounts of sensitive information.





[ ] Explorer Corps: ... Time: 3 years. Chance of Success: 60%. Cost: 40,000 credits, -5,000 yearly income. Effect: Establish the Explorer Corps, a military-scientific organization exclusively devoted to exploring the unknown, and give them the mandate to maintain their vessels and organize regular exploration and survey missions. Automatically make a handful of exploration checks every year for as long as you have reachable and unexplored systems. Gain the Explorer Corps as a branch of your navy. *Starfleet intensifies* 2 of 3 years.

[ ] Emergency Response: ... This is...not going to be fun. Time: 1 year. Chance of Success: 50%. Cost: 50,000 credits. Effect: Divert medical funding to make a brand-new branch of your pharmaceuticals industry appear overnight; address quarian medical problems.

Not taking the 'supplements' option because the 'rebalance' option under Stewardship seems more likely to succeed. I want to finish off the Explorer Corps project so we can start reaping the rewards, and so it's not hanging over our heads.

These sound good to me. If we don't build up to the point when we can actually sustain operations in more than one cluster, and do what we can to keep the rescued fleet viable, then all the attention we just got was pretty much for naught.
 
Voting is open
Back
Top