[X] [PLAN] Base Plan Re-balancing Analysis
-[X] San Francisco Fleetyards : 2320s Starship Safety
-[X] Inid Uttar Institute : 2330s Anti-Cloaking Sensors
-[X] Admiral Lathriss : Mutual Support
-[X] Kuznetsova's Tiger Team : Klingon Research
-[X] Technocracy Interstellar Ministry : Cardassian Research
[X][BOOST] Tiger Team, Starfleet Infectious Diseases Institute, Generic Teams 2, 3, 4.
[X] [SHIELDS] Andorian Academy : 2320s Deflector Shields
Voting for Deflector Shields because I think there's a good chance we'll start a new frigate design in 2319.
[X] [STARBASE] Henn-Makad Engineering Institute : 2310s Starbase Design - Combat
Voting for this because I think Repair is more important for Combat, so via Nix's reasoning I should vote for the one where I care less about the successor tech!
Now for the doctrine choice... hoo boy. Let's do a quick comparison.
Base Strike
Attack Pattern Delta - Great for the specific circumstance of avoiding a decisive battle when we're trying to sneak past an enemy fleet to assault their infrastructure.
Who Dares Wins - This is the technology for assaulting outposts and starbases, and it comes very early in the tree.
Strong Foundations - Minor benefit to the toughness of our starbases and outposts.
Coordinated Fire - Brutal for taking out wounded enemy ships, and that crit rate increase really benefits our heavy hitters.
Galaxy Wing - Means our Explorers are more likely to get to shoot with their much more powerful weapons.
Steamrunner Wing - Another crit enhancer!
Spearhead - Helps get past minefields.
The Shining Light - Helps when playing defense and protecting outposts/starbases.
In Excelsis - Pass. Already much discussed.
Nor Battle to the Strong - Huge EC recruitment bonus and fleets with EC ships more powerful.
Starbase push - More starbases, better minefields... but not in time for any imminent members.
Arsenal of Equality - Cheaper new shipyards. Nice
Decisive Battle
United Starfleet - We already get reduced garrison during SOE, so not much there. The United Fleet is pretty interesting, though. A mobile sector that goes around generating battles as events?
Sensor Pickets - Better than Spearhead because it gives a bonus versus mines and to scouting phase. A powerful battle tech!
Attack Pattern Omega - This one is huge. Benefits any battle with a Heavy Metal Phase. Really magnifies power of Explorers.
Hand-in-Hand - Eh, in an actual war I'd expect significant member contribution anyway. Or am I misreading and United Fleet is a permanent sector that exists even during peacetime? In which case, WHOA.
Arsenal of Liberty - Faster ships, more crew, cheaper infrastructure... the best peacetime technology in either tree, period.
Torpedo Charge - Explorers and cruisers don't have that great of evasion anyway, but increased crit chance is useful even on frigates.
Battle Bridge Link - Not sure I understand the value of ship weight, but the reduced chance of crew loss is pretty nice.
Feints - Uses frigates to screen capital ships... not sure how good this is, given frigates and capitals often don't fight in same phase.
Vanguard - This however is very nice. Our Renaissances will unleash hell in the Vanguard phase.
Auxiliary to Shields - Not sure if this is a decision made at the start of combat or what. Hard to properly evaluate.
Ummm... errrr.... It's a tough call for me, but I'm going to go with Decisive Battle because of Attack Pattern Omega, Arsenal of Liberty, and because I'm genuinely interested how the United Fleet sector will work.
[X] [DOCTRINE] Games & Theory Division : Decisive Battle Doctrine