Plus, I can start building Rennies now and refit them later. Whereas if I want one of these Atomics I probably have to wait a decade or so- a few more years for phaser arrays to be invented, then more years for the designing and prototyping.
Um; the Atomic-class is a side-refit to the Kepler. Refits only have a year of R&D with no prototyping. We could start building Atomics at the exact same moment, assuming we bought them from the Snakepit at the same time, as Renaissance-As. We could theoretically refit Keplers into Atomics but that isn't really the goal here.
Well, wasn't there mention of a "Kurghani" (Yeah, I can't spell) pocket explorer with a bunch of 6s and 7s? Or was that too expensive in terms of resources and crew?
Hm. As I suspected, that comes a lot closer to closing the gap between the two designs. The Atomic is up +2S, but the Renaissance-A is up +1H +1L +1P +2D, providing a variety of combat and event response advantages. The crew cost is almost even between the two designs (+1 point of Enlisted for the Rennie), though the Rennie now costs incrementally more resources in addition to taking longer to build.
Plus, I can start building Rennies now and refit them later. Whereas if I want one of these Atomics I probably have to wait a decade or so- a few more years for phaser arrays to be invented, then more years for the designing and prototyping.
Dunno, it's kind of a marginal choice. The Renaissance has a major advantage of +2D for event response, a slight advantage in pitched battles (+20 HP of durability), and its event roll capability is almost as good (-2S +1P). It's more expensive, but it's very little more expensive. Plus, by the time we actually get to make this choice it's going to be 2330 or later and we'll have an enormous pile of Rennies already sitting around waiting to be refitted.
I'm not saying categorically that we shouldn't pursue this new design, but it's at most the same order of incremental improvement that we got from building Rennies instead of Constitution-Bs, arguably not even that much, especially since the Renaissance-A will still be good for at least one more refit on top of that one, while the Constitution-B very explicitly isn't.
...
EDIT:
That said, a 1.5-megaton-or-so cruiser wouldn't go at all amiss under these conditions, I agree on that point. Something that clearly differentiates the cruiser category from the light-cruiser-sized "frigates" we've taken to building.
Worth nothing there's also S5 P5 rennie refits. Something like C5 S5 H4 L6 P5 D6, although that's probably suboptimal, more Forgothrax's area than mine. The debate over whether the Rennie-A should be a combat cruiser or a general cruiser is a heated one in the SDB Discord channel.
Kepler to rule Scout.
Comets to rule Skirmish. Centaur-Bs as support. If we go that way, this is also where the Atomics show up.
Combat focused Rennie-As as the main filler for Vanguard - because we don't have enough 2mt to mass produce a heavy cruiser design in sufficient numbers to replace the Rennie Federation-wide.
Ambassador-A/Excelsior-B/HC to rule Heavy Metal.
For other classes:
Miranda - assuming still no refit, vanguard to provide numbers. If a refit gives it some D, maybe skirmish.
Constellation - vanguard, but if it is in a planned war fleet, then we did something wrong, somewhere.
Constitution-B - vanguard
Um; the Atomic-class is a side-refit to the Kepler. Refits only have a year of R&D with no prototyping. We could start building Atomics at the exact same moment...
If that has been confirmed, then it does reduce the scope of my argument somewhat- though in the near future it still matters. Because you could build one or two entire waves of Rennies, and prepare to refit them with phaser arrays and other paraphernelia of the -A refit, starting right now, while waiting for the Atomic 'refit/rebuild/variant' to become available.
Worth nothing there's also S5 P5 rennie refits. Something like C5 S5 H4 L6 P5 D6, although that's probably suboptimal, more Forgothrax's area than mine. The debate over whether the Rennie-A should be a combat cruiser or a general cruiser is a heated one in the SDB Discord channel.
Yeah, that's also appealing. What it comes down to, I think, is that the Kepler and Renaissance are ships of roughly the same tonnage, so if you fill the hull with roughly the same tech, in a balanced game you should get roughly the same performance. That seems to be more or less the case here, plus or minus a few points in a few specific stats.
Honestly, given the combination of statline and fluff, I wish we could repitch the Constellations as skirmisher/scouts. Most of our Constellations are Blooded by now and have S5D4, which is not bad for a scout/skirmish ship even if it's far from optimal. It's the direct combat stats where they're truly lacking- still stuck down at C4H3L4 (with Blooded crews factored in). Which given the number of crew the ship exposes to risk isn't very impressive.
[X][EC] Assign a vessel to support attempts to stop the Coreward Border War between the Licori, Laio, and OSA. - Assign the Sarek
[X][OPPO] Withdraw from Explorer Corps
Sol Sector – Requires D18 (Supported by LBZ and SBZ)
Homeworlds/Major Worlds in sector: 10 = 3 homeworlds (Earth, Betazed, Gaen), 7 other major worlds)
[X] [FLEET] Call up 24 points of ships (100 pp, call up three cargo ships)
Maintain following pp cost TF attachments (13pp):
Starfleet Tactical Brass: 0pp per year. Enables coordination events with other powers – 0pp [BEYOND]
Molchenek-Danashad Consulting: 3 pp per year. Effect: +1 to the first diplomatic roll involving a capitalist society each quarter – 3pp [BEYOND]
Lt. Sadd-Har's Cadet Field Training Team: 3 pp per year. Effect: Increased experience gain for missions involving S rolls. - 3pp [BOLDLY]
Ambassador Sarek: 5 pp per year. Effect: Reroll the first failed diplomatic roll each quarter; add +1 to the reroll. - 5pp [UNITY]
FDS Diplomatic Team. Cost: 5pp per year. Effect: Reroll first failed Diplomatic Roll each quarter – 5pp [FORWARD]
Langa Mbeki: 5 pp per year. Effect: +2 to the lowest diplomatic roll each quarter - 5pp [ROYAL]
Maintain the following rp cost attachments (50 rp)
Yoyodyne Research Team: 10 rp per year. Enables reroll on first failed D-Test each quarter. – 10 rp [FORWARD]
Tellar Prime Academy of Mineral Science Team: 10 rp per year. Effect: +5BR or +5SR on the first resource gain each quarter – 10 rp [BOLDLY]
Henn-Makad Mineral Engineering Institute Team: 10 rp per year. Effect: +2 on the first mapping roll each quarter. - 10 rp [BOLDLY]
Igata Nikelda: 10 rp per year. Effect: Increased chance of finding resource colony sites. - 10rp [BOLDLY]
Maintain the following BR cost attachment (10br)
Sam Jones: 10 br per year. Effect: Gain both sr & relations on trade summit missions for this task force. [BEYOND]
Discontinue following TF attachment:
Starfleet Intelligence Analysis Team: 5pp per year. Effect: 25% chance of a free Intelligence Report related to the Task Force's Mission each year. - 5pp [FORWARD]
New pp cost attachment purchases (18pp):
Ambassador Nikael Dalera: 8 pp on purchase, 5 pp per year. Effect: Double progress on the first passed Diplomatic event each quarter. = 8pp [UNITY]
Rixx Scrutineers: 5pp on Purchase, 5pp per year. Effect: Re-Roll Presence Tests during criminal investigations. = 5pp [UNITY]
New rp cost attachment purchases (100 rp):
Vulcan Science Academy Science Team. Cost: 10 rp on Purchase, 5 rp per year. Effect: Reroll first failed Science test involving an anomaly per quarter. [BOLDLY]
Hallad-Wel Institute Computing Team: 10 rp on purchase, 8 rp per year. Effect: Reroll the first failed Science test of this task force each quarter, but at -1 to the roll. [BREEN]
Pallas-Abat Institute Ship Design Team: 20 rp on purchase, 10 rp per year. Effect: Ships in this task force get +1 to shield and hull checks to resist damage. [FORWARD]
Harbind-Attu Institute Research Team: 40 rp on purchase, 20 rp per year. Effect: Receive a bonus to a technology related to the Task Force's activities each year. [BEYOND]
Kedaia Naar Institute Doctrine Team: 20 rp on purchase, 10 rp per year. Effect: +1 to the first space combat roll each quarter. [FORWARD]
Total pp cost of Task Force Deployment = 134pp, 150 rp, 10br
[X] [TASK] Task Force: Beyond
Mission: Mission: Remove Horizon Influence from Licori, Felis, and from OSA.
Commander: Min-Jee Lee - +1 P on flagship [Promote to Rear Admiral - she has enough time in rank]
Attachments:
Free FDS Diplomatic Team attachment
Starfleet Tactical Brass: 0pp per year. Enables coordination events with other powers
Molchenek-Danashad: 3 pp per year. Effect: +1 to the first diplomatic roll involving a capitalist society each quarter
Sam Jones: 10 br on purchase, 10 br per year. Effect: Gain both sr & relations on trade summit missions for this task force. NEW Harbind-Attu Institute Research Team: 40 rp on purchase, 20 rp per year. Effect: Receive a bonus to a technology related to the Task Force's activities each year.
Notes: Drop to 15 ships. Several of the cruisers have been switched out for Centaur-Bs.
[X] [TASK] Task Force: Boldly
-Mission [Explore the Adazzi Gulf]
-Straak - +15 BR/SR on the first resource gain of each quarter
-Attachments:
All Pyllix Geological Institute Team. Cost: Free.
Lt. Sadd-Har's Cadet Field Training Team: 3 pp per year. Effect: Increased experience gain for missions involving S rolls.
Tellar Prime Academy of Mineral Science Team: 10 rp per year. Effect: +5BR or +5SR on the first resource gain each quarter
Henn-Makad Mineral Engineering Institute Team: 10 rp per year. Effect: +2 on the first mapping roll each quarter.
Igata Nikelda: 10 rp per year. Effect: Increased chance of finding resource colony sites.
Vulcan Science Academy Science Team. Cost: 10 rp on Purchase, 5 rp per year. Effect: Reroll first failed Science test involving an anomaly per quarter. [BOLDLY]
Notes: Added Gaeni ship as reinforcements. TF is now 6 ships strong.
[X] [TASK] Task Force: Forward
-Mission: [Discourage attacks on the Trill]
-Pavel Chekov - Nullifies the first 2pts of crew casualties per year, reroll the first failed Away Team Combat each year
-Attachments:
FDS Diplomatic Team. Cost: 5pp on Purchase, 5pp per year. Effect: Reroll first failed Diplomatic Roll each quarter; NEW Yoyodyne Research Team: 10 rp per year. Enables reroll on first failed D-Test each quarter. NEW Pallas-Abat Institute Ship Design Team: 20 rp on purchase, 10 rp per year. Effect: Ships in this task force get +1 to shield and hull checks to resist damage. [FORWARD] NEW Kedaia Naar Institute Doctrine Team: 20 rp on purchase, 10 rp per year. Effect: +1 to the first space combat roll each quarter. [FORWARD] REMOVED Starfleet Intelligence field team.
-2323.Q1 Ships:
Explorers: 1 Excelsior-A (6) [Thirishar (B)]
Cruisers: STO Audacious [Serene], 2 STO Constrictors, NEW 1 Renaissance [Torch (pa)]
[X] [TASK] Task Force: Royal (the Gorn Task Force)
-Mission: Resolve [Great Power Ambitions: 75/300] and [Distant Stars: 0/100] tags on Gorn. If a [Cardassian Influence: 0/100] tag emerges, resolve that tag as well.
-Commander: Leaniss Larai - May add one additional member fleet frigate to this task force, separate from other ships called up [adds Amarkian Centaur-B]
-Attachments:
Free FDS Diplomatic Team attachment. Effect: Reroll first failed Diplomatic Roll each quarter
Langa Mbeki: 5 pp on purchase, 5 pp per year. Effect: +2 to the lowest diplomatic roll each quarter
Notes: TF is 7 ships strong, growing to 9 with the arrival of reinforcements in Q2
[X] [TASK] Task Force: Unity (Stop coreward war.)
-Mission: Mission: Resolve [Corps are Lying to Us 0/100] tag on OSA, [On the Brink of War N/A] tags on OSA, Licori and Laio.
-Commander: Rear Admiral Michel Thuir - Reroll first event failure each quarter
-Attachments:
Free FDS Diplomatic Team attachment. Effect: Reroll first failed Diplomatic Roll each quarter;
Ambassador Sarek: 5 pp per year. Effect: Reroll the first failed diplomatic roll each quarter; add +1 to the reroll. - 5pp [UNITY]
Ambassador Nikael Dalera: 8 pp on purchase, 5 pp per year. Effect: Double progress on the first passed Diplomatic event each quarter. = 8pp [UNITY]
Rixx Scrutineers: 5pp on Purchase, 5pp per year. Effect: Re-Roll Presence Tests during criminal investigations. [UNITY]
2323.Q1 Ships:
Explorers: 3 or 4 Starfleet Excelsior-As: [Rru'adorr (B), Pleezirra (B), Lakota] + Opportunity if it is out of the EC
Cruisers: 1 Orion Nelhiar Savings & Loan Enforcer Cruisers [Nelhiar's Honor], 1 Little Queenship
Frigates: 1 Vulcan Centaur-B, 4 Betazoid Centaur-B, 1 Caldonian Centaur-B, 1 Andorian Centaur-B, 1 Starfleet Centaur-B [Zephyr (B)], 3 Molhane Patrol Escorts, 2 Stingers, and in Q2 add 1 Starfleet Centaur-B [Gale (B)
Notes: 18 (or 19) Ships, then +1 in Q2.
[X][BREEN] Breen Task Force (Briefvoice)
Mission: To carry out the opening stages of the reconnaissance response to the Breen, including monitoring the movements of their warfleet, reinforcements from the Breen core worlds, and communications surveillance, a separate task force is required.
Commander: Diego Zaardmani - +1S on Flagship, Re-roll first failed Science check each year
Attachments: Hallad-Wel Institute Computing Team: 10 rp on purchase, 8 rp per year. Effect: Reroll the first failed Science test of this task force each quarter, but at -1 to the roll.
2323.Q1 Ships:
Cruisers: 1 Starfleet Constellation-A [Stalwart (B)], 1 Gaeni Tech-Cruiser-A
Frigates: 2 Starfleet Oberths [Inspire, T'Mir (V)], 1 Starfleet Centaur-B [Yukikaze (B)]
SFI Ships: SS Rocinante, SFI Ship, Capable of Signal Intercepts, SS Winter, SFI Ship, Capable of Signal Intercepts
Utopia Planitia is a startling sight when you visit. Your task is somewhat grim, of course, getting a heads up on the readiness of the yards to move into accelerated operations should the situation with the Breen turn sour. But your forget about that as your shuttle craft approaches the orbital. Six Ambassadors, five Keplers, a Renaissance, and a super-freighter for good measure. A dozen line starships showing off the cutting edge of Starfleet's knowledge and capacity. The collective endeavour of so many, and all within sight of the naked eye from each other. A year for these Keplers, two and a half for the Ambassadors, but already their skeletons were clearly visible. The tremendous warp cores of Ambassadors were already installed, and the nacelles of the Keplers were floating in their berths alongside them, soon to be connected.
It was a moment that more than any speech galvanised you. These great peaceful giants, creatures of science and friendship, though so powerful when roused to anger in just cause. Crisis come and crisis go, but this wave of new arrivals would stand surety for the Federation for decades to come.
Unnamed Comfort-class (NCC-3506) at Lasieth Craft Yards Berth 1
- Crewed from Starfleet Medical Command
==========================
Starfleet Shipyard Operations Command Report
Ships Commissioned:
None
Refits Completed:
USS Zephyr, Centaur-B (Starfleet Build Order NCC-2103) @ 40 Eridani A Fleet Yards Berth 1
USS Yukikaze, Centaur-B (Starfleet Build Order NCC-2101) @ Oreasa Starfleet Yard Berth 1
USS Rru'adorr, Excelsior-A (Starfleet Build Order NCC-2016) @ Ana Font Shipyard Berth A
USS Pleezirra, Excelsior-A (Starfleet Build Order NCC-2024) @ Lor'Vela OCF Berth A
Repairs Completed:
None
==========================
[ ][BUILD] Submit a Build Plan
To make a plan, pick a ship you would like to build and put it in one of the available berths that can handle the mass. All ships have a price in materials and time that are noted in the square brackets after the word "Cost".
The amount of resources you have right now are listed below, as are the classes you can make, and the shipyards you have available.
-
Up to 2 Cargo Ships may be scheduled for 2yr builds for free, with each additional costing 5pp
Up to 1 Freighter may be scheduled for 3yr builds for free, with each additional costing 5pp
Up to 1 concurrent Super-freighter may be scheduled for 4yr builds for free, with each additional costing 10pp (you have 1 underway)
Up to 3 concurrent Hospital Ships may be scheduled for 3yr for free, with each additional costing 5pp
Two Engineering Ships may be scheduled for 2yr builds for free
Active Starfleet Shipyards
San Francisco Fleet Yards - one (1) large 3mt Berth, two (2) small 1mt Berths
40 Eridani A Shipyards [Vulcan] - two (2) large 3mt Berths, two (2) small 1mt Berths
Ana Font Shipyard [Tellar] - one (1) large 2.5mt Berth, one (1) small 1mt Berth
Lor'Vela Orbital Construction Facility [Andor] - one (1) large 2.5mt Berth, one (1) small 1mt Berth
Utopia Planitia Shipyard - six (6) large 3mt Berths, three (3) medium 2mt Berth, six (6) small 1mt Berths
Oreasa Starfleet Yards - two (2) small 1mt Berth
Intazzi Shipyard - one (1) large 3mt Berth, one (1) small 1mt Berth
Current Resource Stockpile
2112 Bulk Resources
1317 Special Resources
143 Political Will
688 Research Points
Current Personnel Pool
Standard Starfleet: 44.7 Officer, 79.37 Enlisted, 89.2 Technician
Explorer Corps: 24.5 Officer, 22.11 Enlisted, 16.9 Technician
Current Construction
2 Kepler (NCC-4102, NCC-4103) @ San Francisco Fleet Yards Berths 1, 2 (ETC 2324.Q1 - Crews deducted)
ETC = Estimated Time of Commissioning. The bays are clear and new ships can be created as of this date. Crews are deducted 1 Year before Commissioning date to begin specific training and shakedown work.
Available Non-obsolete Ship Classes Explorers/Cruisers Excelsior 2287-Now [511m, 2.3m t]
USS Rru'adorr, Excelsior-A (Starfleet Build Order NCC-2016) @ Ana Font Shipyard Berth A
USS Pleezirra, Excelsior-A (Starfleet Build Order NCC-2024) @ Lor'Vela OCF Berth A
With this, unless I've lost track somewhere, outside of the missing Stargazer there are now zero Excelsior class vessels left - they have all been refit or destroyed.
Not really a fan of the Atomic, tbf. I'm not really sure what role it fits that another class cannot. SWB's proposed RennieA is tougher and as capable in combat, and we're gonna have a bunch of Rennies sitting around to be refit into that role if we choose to go that route. The proposed "Shooting Star" design is an even better combat frigate option if we need one.
In skirmish roles, the 'Atomic' far outperforms simply by virtue of being a frigate that can participate in scouting/skirmishing, but by the same token, scout/skirmisher ships don't pressingly need firepower. They never face the enemy's heavy metal and often pull out of battle before anyone on any side has an opportunity to inflict decisive damage on an opponent. A stock Kepler might well be actively the better choice overall for the skirmish role because of the class's +1S, as might a Comet (S4D8 to the 'Atomic's' S6D5). The Comet is also incrementally cheaper and leaner-crewed.
Skirmish is entirely based on opposed D rolls. As it stands, it's actively detrimental to shove lower D ships into Skirmish if higher D ships are available. If you have a fleet with 2 Comets, a CB, and a Miranda, it's better to hold the last two from skirmish and let the Comets do it.
Tactical actually called to keep Mirandas around as convoy escorts. I think I have a CS4 D5 Miranda refit as an option that would fit that pretty well.
Current Resource Stockpile
2090 Bulk Resources
1347 Special Resources
310 Political Will
624 Research Points
Current Personnel Pool
Standard Starfleet: 34.65 Officer, 62.03 Enlisted, 73.3 Technician
Explorer Corps: 14.6 Officer, 14.84 Enlisted, 10.9 Technician
Note: All new builds benefit from "Arsenal of Liberty" technology that reduces construction times by 1qt. This will be calculated in and not otherwise noted.
Okay, so the trade-off here is basically going to be Keplers versus Centaur-Bs. Keplers cost 100 BR/90 SR 1O/3E/4T. Centaur-Bs cost 90 BR/65 SR 1O/2E/2E. Now, we can build all Keplers if you want, and maybe that's the right choice. But what the trade-off is really about is 2325.Q3, when we will be able to start building Comets and have many open berths from Federalization. Comets cost 105 BR/75 SR 2O/3E/3E.
Also note, I am deliberately choosing to leave Ana Font Berth A empty, even though we could start something there. With war looming, I feel it is better to keep open an extra berth capable of Excelsior repair and retain more of a cushion in resources than we might in some years. (692 BR, 127SR after starting all Q2 builds for the Plan A version). If anyone really disagrees with that decision, you can do your own version of this starting an auxiliary ship, or even a Centaur-B or Kepler or whatever in Berth A.
EDIT: Blah, whatever. @lbmaian points out we can shove a cargo ship there and dump it if need be.
To a first approximation, for every 3 Centaur-Bs we commence now in place of Keplers, we can commence one additional Comet in 2325. Or we can drop an Ambassador and save tons of resources. I am going to do:
Plan A, which is all the Ambassadors we can build and all the Keplers we can build.
Plan B, a balanced mix of all the Ambassadors we can build, 3 Keplers, and 2 Centaur-B. (We can change another Kepler for a Centaur-B next year to get that extra Comet.)
Plan C where we save lots of resources by not starting an Ambassador and pinching our BR/SR, both in case of unexpected repair costs from war and for more frigates down the line. In this case 40 Eridani B is the berth I leave empty, and I start a Kepler in Ana Font Berth A. This has the additional advantage that 40 Eridani can serve as a repair berth for one of our two in-service Ambassadors, if necessary.
Gaeni Shipyard Berth Z (2mt) – Berth open 2323.Q2. In 2323.Q2 commence building Kepler. (ETC 2325.Q2)
Gaeni Shipyard Berth Y (2mt) – Berth open 2323.Q2. In 2323.Q2 commence building Kepler. (ETC 2325.Q2)
UP Berth A (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2325.Q3)
UP Berth B (3mt) – Building Ambassador using 'serial production' industrial park bonus. (ETC 2325.Q4)
UP Berth C (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2325.Q3)
UP Berth D (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2325.Q3)
UP Berth E (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2325.Q3)
UP Berth F (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2325.Q3)
UP Berth Z (2mt) – Building Starfleet Super-freighter. (ETC 2325.Q2)
UP Berth Y (2mt) – Building Starfleet Hospital Ship. (ETC 2325.Q2)
UP Berth X (2mt) – In 2323.Q1 commence refit of Cloudburst to Centaur-B. (ETC 2324.Q1)
UP Berth 1 (1mt) – Building Renaissance using 'serial construction' industrial park bonus. (ETC 2324.Q2)
UP Berth 2 (1mt) – Building Kepler using 'parallel construction' industrial park bonus. (ETC 2324.Q1)
UP Berth 3 (1mt) – Building Kepler using 'parallel construction' industrial park bonus. (ETC 2324.Q1)
UP Berth 4 (1mt) – Building Kepler using 'parallel construction' industrial park bonus. (ETC 2324.Q1)
UP Berth 5 (1mt) – Building Kepler using 'parallel construction' industrial park bonus. (ETC 2324.Q1)
UP Berth 6 (1mt) – Building Kepler using 'parallel construction' industrial park bonus. (ETC 2324.Q1)
Not sure how to deal with my usual pictures... with all of the Federalized berths showing up in 2324 it becomes really hard to fit them all on a single clear image.
Also note, I am deliberately choosing to leave Ana Font Berth A empty, even though we could start something there. With war looming, I feel it is better to keep open an extra berth capable of Excelsior repair and retain more of a cushion in resources than we might in some years. (692 BR, 127SR after starting all Q2 builds for the Plan A version). If anyone really disagrees with that decision, you can do your own version of this starting an auxiliary ship, or even a Centaur-B or Kepler or whatever in Berth A.
Saving resources is a valid decision, but not starting a build to keep a berth open for repairs strikes me odd. We've always been given a choice to bump a build if all other repair options are exhausted.
Saving resources is a valid decision, but not starting a build to keep a berth open for repairs strikes me odd. We've always been given a choice to bump a build if all other repair options are exhausted.
I guess we could put a cargo ship there if you really want, as I was figuring on having it open for about two years?
EDIT: Had a second thought.... Mainly, if we start something there and then have to bump it for repairs, we get committed to finishing it later on, and it can start having cascading effects down the line, especially for our larger berths. I think it's on the whole easier not to mess with, especially for a single cargo ship.
With this, unless I've lost track somewhere, outside of the missing Stargazer there are now zero Excelsior class vessels left - they have all been refit or destroyed.