After a week of deliberation, the Federation Council has made their response to Starfleet's ambitions for expanding our outreach to the stars. Apparently they were very pleased to hear of our commitment to science, even if a few of the more pacifist councillors, the ones whom I believe placed the Oberth requirement on us, noted that it was interesting that our best science vessels were also our greatest warships. In any event, Starfleet will receive a resource allocation equivalent to one new Excelsior to immediately commence a replacement Excelsior, which is a great relief to the fine officers in Shipyard Operations. Further, they will start laying the groundwork for potential new shipyards, which will make it easier for us to request them.
My Chief of Staff has presented me with a few potential requests that we can make of the Council in our next budgetary meeting. I have high hopes that our explorers will provide us with some solid achievements to help win favour.
Computer, End Log
[Federation Council has approved an allocation of 230 Bulk Resources, 150 Special Resources, +2 Explorer Corps Officers, +2 Explorer Corps Enlisted, +2 Explorer Corps Technicians]
=========
Federation Council Options for 2302.Q2
Request mining colony on Josephine III 10pp (4 turns, then +15 Br/turn)
Request expansion of San Francisco Fleet Yards, 20pp (4 turns, gain new 1m t berth)
Request expansion of 40 Eridani A Shipyards, 20pp (4 turns, gain new 1m t berth)
Request Excelsior berth at 40 Eridani A Shipyards, 20pp (4 turns, gain new 3m t berth)
Request new Shipyard in orbit around Tellar Prime, 40pp (10 turns, gain new shipyard starting with one 2.5m t berth)
Request new Shipyard in orbit around Andor, 40pp (10 turns, gain new shipyard starting with one 2.5m t berth)
Request funding to start Utopia Planitia Shipyards, 175pp (16 turns, gain new shipyard starting with 2 3m t berths, 2 1m t berths)
Request new Starbase [Write in Sector]
Request to Reduce Defence Requirements in Sector [Write in]
Reduce Militarisation Level 25pp
Increase Threat Level 25pp
Request Budget increase 25pp (Roll for success)
Request Allocation for an Excelsior's resources, one-off-infusion of an Excelsior's cost, 10pp
Request Academy Expansion, 20pp (Gain +.5 Officers/Enlisted/Techs)
Request Temporary Explorer Corps Recruitment Drive, 20pp, (Gain 2 Officer, 2 Enlisted, 2 Techs, Convert 2 Officer, 2 Enlisted, 2 Techs from normal service)
Request Start of Ambassador class project, receiving one-off boost of Research Points and go-ahead for some projects, 50pp
Request Start of Renaissance class project, receiving one-off boost of Research Points and go-ahead for some projects, 50pp
Request Start of Custom ship project, receiving one-off boost of Research Points and go-ahead for some projects, 75pp
Edit: To help resolve some confusion because I have badly worded this, these are the options that will become available when you next appear before the Council next time. They are here to give you advanced notice for planning, and to let you see how they have changed as a result of your goals and ambitions.
We have entered the Dzinghi System and encountered signs of intelligent life. Soon, we encountered the source; a race of warp-capable life on Dzinghi III.
A First Contact scenario! Things have progressed well. From our initial entreaties, we have been able to determine that they are a proud warrior race. They appear much like Vulcans, but are a more tall and willowy people, with a blue tint to their skin. I'm honestly quite taken by them. They have expressed interest in our Federation, but have explained that there is a 'challenge' we must go through to prove our worthiness. I look forward to seeing what this is. A ritual fight of some kind, I am given to understand. Perhaps something like the Ushaan?
-
Captain's Log, USS Courageous, Stardate 20612.5
We have received a Distress Call from the edge of our border with the Romulans. A science outpost orbiting the Jonah-Ceti dwarf star has reported experiencing a plague of unknown origins. As per Starfleet reglations, we have laid in a course at maximum warp to render aid. It is near the Neutral Zone, but we have no reason to believe foul play. Plagues are a dangerous business, however, as long as the medical and science departments follow the regulations to the letter, I am confident we will have a positive outcome.
-
Captain's Log, USS Sarek, Stardate 20616.3
We have arrived in the Ripley System en route to the Vesuvi System. It had meant to be a temporary stop, however, our routine sensor scans have detected anomalous readings in the asteroid belt. My science officer has requested permission to take a closer look. I concur that this is the logical course of action.
-
Captain's Log, USS Courageous, Stardate 20616.4
The crew of the science station are deathly ill. We are maintaining the required quarantine at the present, having beamed aboard additional medical supplies, as well as Medical teams in full hazardous environment suits. In welcome news, the Miranda-class starship Bon Vivant has responded to the distress call as well, and have placed themselves at our disposal.
-
Captain's Log, USS Sarek, Stardate 20615.9
Subsequent investigation has revealed that the anomalous readings came from three space-dwelling organisms, who were fiercely territorial. I regret that the circumstances made fighting and destroying the three organisms the only rational course of action. However, our own damage, despite losing shields at one point in the battle, has been minimal. The Chief Engineer assures me that repairs can be made while underway.
This has been my first opportunity to see my crew perform in battle, and I am pleased by the result. With more rigorous drill and meditation, this crew will no doubt be a veteran force before long.
[+10 Research Points gained]
-
Captain's Log, USS Enterprise, Stardate 20617.3
A ship to ship challenge! The Enterprise versus the flagship of the Amarki fleet! Simulation only, of course. If we win, the Amarki will open diplomatic channels with the Federation, with a view to membership. I relish the challenge. I have gathered my senior officers to work out our plan. Their ship is a match for a standard Excelsior-class explorer, but I have no doubt the quality of this crew will tip the balance.
-
Captain's Log, USS Enterprise, Stardate 20617.8
Victory! How sweet the taste. This ship of mine is as beautiful in battle as she is plying the stars. The Amarki are a subtle race of warriors, but my crew will not be caught unawares.
The Amarki political leadership were truly impressed, especially the beautiful Senator who has been liaising with us. I am told that the Federation are already organising an Andorian ambassador to meet them. Alas that I must soon leave these fine people, but there are many more stars yet to explore.
[Gain new Diplomatic relations with Amarki, starting at 50/100. Gain +10 Political Will]
-
Captain's Log, USS Courageous, Stardate 20625.5
We have a cure. Or rather, we always had a cure, once we realised what we were looking for. The unique radiation of the Jonah-Ceti brown dwarf was causing cosmetic mutations of the Belbringi Spring Pox that was brought aboard by an unwitting carrier. It was the Chief Doctor who made the discovery that this was not a new plague at all. The science team has been returned to health from death's door, and have expressed their gratitude.
Thanks to our rigid adherence to regulation, no breaches of quarantine occurred, and the plague was dealt with in a satisfactory manner.
[+5 Research Points, +5 Political Will]
Computer, End Log.
Side 1: Federation Fleet, Ships 1, Combat 7, Hull 5
Side 2: Space Organisms Fleet, Ships 3, Combat 9, Hull 9
Turn 1 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 40.5 - Federation's Chance to Land Hit: 0.3769 RNG: 0.6415
Turn 1 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 5 / 6
Turn 2 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 40.5 - Federation's Chance to Land Hit: 0.3769 RNG: 0.6216
Turn 2 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 4 / 6
Turn 3 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 40.5 - Federation's Chance to Land Hit: 0.3769 RNG: 0.0060
Turn 3 - Space Organisms Fleet is hit!
Ship Space Beast 2 Hit - Now Hp 2/3
** Turn 3 - Ship Space Beast 2 has dropped below 75% HP **
Turn 4 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 40.5 - Federation's Chance to Land Hit: 0.3769 RNG: 0.3933
Turn 4 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 3 / 6
Turn 5 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 40.5 - Federation's Chance to Land Hit: 0.3769 RNG: 0.0405
Turn 5 - Space Organisms Fleet is hit!
Ship Space Beast 2 Hit - Now Hp 1/3
** Turn 5 - Ship Space Beast 2 has dropped below 50% HP **
Turn 6 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.3158
Turn 6 - Space Organisms Fleet is hit!
Ship Space Beast 2 Hit - Now Hp 0/3
Ship Space Beast 2 Hull 3 vs Average Attack 7
Defender Roll: 3 + 7 vs Attacker: 7 + 7
**** Turn 6 - Ship Space Beast 2 has been Destroyed! ****
Turn 7 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 18 - Federation's Chance to Land Hit: 0.5765 RNG: 0.7307
Turn 7 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 2 / 6
Turn 8 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 18 - Federation's Chance to Land Hit: 0.5765 RNG: 0.1104
Turn 8 - Space Organisms Fleet is hit!
Ship Space Beast 1 Hit - Now Hp 2/3
** Turn 8 - Ship Space Beast 1 has dropped below 75% HP **
Turn 9 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 18 - Federation's Chance to Land Hit: 0.5765 RNG: 0.8501
Turn 9 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 1 / 6
Turn 10 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 18 - Federation's Chance to Land Hit: 0.5765 RNG: 0.6118
Turn 10 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 0 / 6
* Ship USS Sarek shields have collapsed! *
Turn 11 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 18 - Federation's Chance to Land Hit: 0.5765 RNG: 0.9208
Turn 11 - Federation Fleet is hit!
Ship USS Sarek Hit - Now Hp 4/5
Turn 12 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 18 - Federation's Chance to Land Hit: 0.5765 RNG: 0.2947
Turn 12 - Space Organisms Fleet is hit!
Ship Space Beast 1 Hit - Now Hp 1/3
** Turn 12 - Ship Space Beast 1 has dropped below 50% HP **
Turn 13 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 12.5 - Federation's Chance to Land Hit: 0.6622 RNG: 0.3082
Turn 13 - Space Organisms Fleet is hit!
Ship Space Beast 1 Hit - Now Hp 0/3
Ship Space Beast 1 Hull 3 vs Average Attack 7
Defender Roll: 3 + 5 vs Attacker: 7 + 3
**** Turn 13 - Ship Space Beast 1 has been Destroyed! ****
Turn 14 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.1041
Turn 14 - Space Organisms Fleet is hit!
Ship Space Beast 3 Hit - Now Hp 2/3
** Turn 14 - Ship Space Beast 3 has dropped below 75% HP **
Turn 15 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.7415
Turn 15 - Space Organisms Fleet is hit!
Ship Space Beast 3 Hit - Now Hp 1/3
** Turn 15 - Ship Space Beast 3 has dropped below 50% HP **
Turn 16 - Federation Fleet Power: 24.5 v Space Organisms Fleet Power: 2 - Federation's Chance to Land Hit: 0.9245 RNG: 0.3850
Turn 16 - Space Organisms Fleet is hit!
Ship Space Beast 3 Hit - Now Hp 0/3
Ship Space Beast 3 Hull 3 vs Average Attack 7
Defender Roll: 3 + 4 vs Attacker: 7 + 7
**** Turn 16 - Ship Space Beast 3 has been Destroyed! ****
=========================
-
-
-
-
-
=========================
End of Battle - Turn 16
Side 1: Federation Fleet, Ships 1, Combat 7, Hull 4
Side 2: Space Organisms Fleet, Ships 0, Combat 0, Hull 0
Side two has been Wiped Out.
Federation Fleet Casualties:
Space Organisms Fleet Casualties:
Space Beast 2 has been Destroyed
Space Beast 1 has been Destroyed
Space Beast 3 has been Destroyed
Federation Fleet
Ship USS Sarek: Hull/Combat: Start 7 / 5, End 7 / 4, Shield: 0 / 6
Space Organisms Fleet
Ship Space Beast 1: Start 3 / 3, End 0 / 0
Ship Space Beast 2: Start 3 / 3, End 0 / 0
Ship Space Beast 3: Start 3 / 3, End 0 / 0
Side 1: Federation Fleet, Ships 1, Combat 9, Hull 7
Side 2: Amarki Fleet, Ships 1, Combat 6, Hull 5
Turn 1 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.2606
Turn 1 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 6 / 7
Turn 2 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.9046
Turn 2 - Federation Fleet is hit!
Ship USS Enterprise Shields hit, now 7 / 8
Turn 3 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.4224
Turn 3 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 5 / 7
Turn 4 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.4283
Turn 4 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 4 / 7
Turn 5 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.8365
Turn 5 - Federation Fleet is hit!
Ship USS Enterprise Shields hit, now 6 / 8
Turn 6 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.1036
Turn 6 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 3 / 7
Turn 7 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.6808
Turn 7 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 2 / 7
Turn 8 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.9183
Turn 8 - Federation Fleet is hit!
Ship USS Enterprise Shields hit, now 5 / 8
Turn 9 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.1113
Turn 9 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 1 / 7
Shields Replenishing
Turn 10 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.4297
Turn 10 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 1 / 7
Turn 11 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.1872
Turn 11 - Amarki Fleet is hit!
Ship Amarki Flagship Shields hit, now 0 / 7
* Ship Amarki Flagship shields have collapsed! *
Ship Amarki Flagship Hit - Now Hp 4/5
Turn 12 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 18 - Federation's Chance to Land Hit: 0.6923 RNG: 0.1846
Turn 12 - Amarki Fleet is hit!
Ship Amarki Flagship Hit - Now Hp 3/5
** Turn 12 - Ship Amarki Flagship has dropped below 75% HP **
Turn 13 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 12.5 - Federation's Chance to Land Hit: 0.7642 RNG: 0.4356
Turn 13 - Amarki Fleet is hit!
Ship Amarki Flagship Hit - Now Hp 2/5
** Turn 13 - Ship Amarki Flagship has dropped below 50% HP **
Turn 14 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.9000 RNG: 0.2706
Turn 14 - Amarki Fleet is hit!
Ship Amarki Flagship Hit - Now Hp 1/5
** Turn 14 - Ship Amarki Flagship has dropped below 25% HP **
Turn 15 - Federation Fleet Power: 40.5 v Amarki Fleet Power: 2 - Federation's Chance to Land Hit: 0.9529 RNG: 0.4041
Turn 15 - Amarki Fleet is hit!
Ship Amarki Flagship Hit - Now Hp 0/5
Ship Amarki Flagship Hull 5 vs Average Attack 9
Defender Roll: 5 + 4 vs Attacker: 9 + 4
**** Turn 15 - Ship Amarki Flagship has been Destroyed! ****
=========================
-
-
-
-
-
=========================
End of Battle - Turn 15
Side 1: Federation Fleet, Ships 1, Combat 9, Hull 7
Side 2: Amarki Fleet, Ships 0, Combat 0, Hull 0
Side two has been Wiped Out.
Federation Fleet Casualties:
Amarki Fleet Casualties:
Amarki Flagship has been Destroyed
Federation Fleet
Ship USS Enterprise: Hull/Combat: Start 9 / 7, End 9 / 7, Shield: 6 / 8
A coruscating orange beam leaps out from the Enterprise and plays across the length of her target, and Lt-Commander Mrr'Shan gives a small howl of triumph. "Direct hit!"
The Amarki flagship shows a sudden burst of speed and dives down into the colourful gas-filled rings of the nearby gas giant, and Captain ka'Sharren catches a glint of something sizzling across the the angular ship's shield as they enter the cloudy soup. "Hold!"
"Yes, ma'am." Lieutenant Stol at Conn doesn't look up, his concentration staying with his panel.
"Mr. Zaardmani?" the Andorian Captain shifts her chair slightly to put the tall Human in view.
He looks up from his panel, "The rings are a thick mixture of magnesite and what looks like Trionium gas. I can't cut through it at this distance, we'll have to fly down almost to the surface to detect them"
"We'd be vulnerable…" Ka'Sharren mulls over her options; Enterprise could stay above or below the rings and lob torpedoes or charges in, but throwing antimatter charges at someone in a simulation is incredibly rude. Plus the rules of the challenge said that only energy weapons could be used to attack. Essentially a game of phaser tag.
"Mr Zaardmani, prep a probe, one with our signature."
"Other officers might have trouble pulling that off,," the Human grins, "Good thing you have me."
Ka'Sharren moves to face her Tactical officer, "Sam, remember Velio IV?"
"Bait and fire ma'am?"
"You got it Sam."
The Andorian hits a key on her chair's panel, "Mr. Bazeck, do you think you run us on low emissions for, ohhh... about a minute"?
The gravelly voice of the Tellarite Engineer comes back, "Out of a Cruiser this size? Ma'am -- we'd still be spitting out signals left and right," A hint of excitement creeps into his voice, "It's quite the challenge! I can give you the emission signature of an especially loud shuttle."
"Not a problem, Mr. Bazeck. They'll be pretty nearsighted."
She releases the key. "They'll be looking for our signature approaching the rings, but they'll only get a good look when we're within a couple of kilometers, and if I've read them right they'll surface as we do so and catch us. I've been fighting pretty aggressively so far; they probably assumed we'd follow them right in." Ka'sharren leans back and smiles, "They're probably wondering what's taking us so long. Let's not keep them waiting, shall we?"
The science officer spins in his chair, self-satisfied, "Probes ready."
"Mr. Bazeck?"
The Engineer's voice comes back at a distance, "Ready, ma'am."
The Andorian makes a quick gesture with her hand, "Go!"
The Caitain tactical officer nods as the bridge lights dim, "Yes ma'am. Probes away."
Captain K'aSHarren leans forward eagerly in her chair, "Ease us down after that probe, Mr. Stol."
"Aye Ma'am. Following the Probe."
The Enterprise slowly shifts and carefully follows the point of light racing out from her position, following by a mere handful of kilometers…
The Science officer gloats, "Probe coming under fire, Ma-"
"I SEE HER!" shouts the Caitian tactical officer as she opens fire, and on screen orange streaks race out into the cloud of the rings, much of the gas boiling away from the energy beams as they drill down.
Something flashes and the clouds part momentarily, "Follow them!" Ka'Sharren shouts excitedly, scenting victory.
"Aye, ma'am," Lieutenant Stol is unmoved, and continues to hit keys on his panel.
A hasty purple beam from the Amarki flagship races back out of the cloud and misses Enterprise… taking out the Probe instead.
"Oops," Zaardmani gloats with a wide smirk, "I guess they forgot to switch targets before firing."
More beams leap forward on the main screen, Mrr'Shan striking her firing control console heavily, "I've still got them, Ma'am!"
"Good work Sam," Ka'Sharren Smiles a hunter's smile, "Keep us close Mr. Stol."
"Aye Ma'am."
The Enterprise dives through the cloud after the Amarki flagship, gracefully sliding around asteroids as she does so, her phasers striking true. The purple beams of the other ship flashed narrowly by.
"Her 'shields' are gone," Zaardmani says, referring to the simulated shield rating in place for the exercise, "Nothing but hull left."
The Amarki flagship dives out of the rings trying to run, but the Enterprise easily keeps pace, spinning almost in place to follow.
It's over in only a few moments more, the Enterprise's opponent unable to land another hit.
"Incoming hail Ma'am."
Captain Ka'Sharren, leans back in her chair, composing herself, "Onscreen."
A mildly disappointed Amarki Admiral appears onscreen, the lights of his vessel flashing in panic behind him, "You appear to have won this one quite handily, Captain Ka'Sharren."
"You fought well yourself, Admiral Aelin."
"Nevertheless... I find myself bowing to your superior tactical skills."
"The Enterprise is a good ship with a great crew, Admiral," She says, diplomatically.
The Amarki officer raises a hand in the traditional Amarki parting gesture, "We will see you again in orbit of Amarkia, Enterprise."
The screen winks off and someone begins clapping politely, but enthusiastically from the back of the bridge, "Good job Captain, I've never seen such excellent ship-handling!" the Amarki Senator stands up and walks around the control panel she was sitting behind at the Bridge's rear.
Captain Ka'Sharren stands up and gives a bow, a sly smile on her face, "It was my pleasure, Senator Leaniss. I never pass up a chance to show off what Enterprise can do, she's a lovely ship."
"A ship this beautiful needs a Captain to match," says the beautiful Amarki senator, as she turns to one of the ensigns on the bridge, "Don't you agree?" Behind her Samhaya Mrr'Shan sighs as if to say 'here we go again' as Ensign Wolfe reddens and busies himself with with something on his panel.
Captain Ka'Sharren smiles, "I appreciate the endorsement from someone with your keen... mind, Senator." She turns to face the main screen again, "Lieutenant Stol, brings us back to Amarkia, one quarter impulse."
Captain's Log, USS Enterprise, Stardate 20713.2 - Captain Nash ka'Sharren
After spending a week of shore leave at Amarkia, the Enterprise has resumed her voyage of discovery. After finding nothing in the Dakar-Calwick system, we moved on to begin mapping the Hophos system. It struck me while looking over the report from the science officer the amazing opportunity before us. There were no tachyons, no decaying signs of subspace wakes, no disturbances ... we were all alone with the majesty of the universe. As far as our stellar cartographers could tell, there has never before been a sentient being in this star system. It is at once humbling ... yet inspiring ... to be on this final frontier.
I'll have to leave that thought there, I've just been paged to the bridge.
-
Captain's Log, USS Sarek, Stardate 20714.5 - Captain T'Lorel
We have entered orbit around the Caitian colony world of Harper's Mane to finalise necessary repairs. My Chief Engineer is confident that we will be back underway soon. Moreover, it appears that we will have another opportunity to study these organisms. Our away team to the surface has brought back unverified sightings of other nests that bear further examination. Of course, it would be illogical to attempt this without thorough precautions. After consulting with the science officer, and with a Xenobiology specialists on the colony world, we devised a scheme to use a particular type of Di-trillium-methylate additive with the navigational deflector, which our sensor scans of the original organisms indicate will allow the Sarek to be seen as one of them.
This is an extremely rare additive we do not carry aboard. However, we have brought aboard a Bolian adventurer who is familiar with these organisms, who knows where we can find the additive.
-
Captain's Log, USS Courageous, Stardate 20715.9 - Captain Victoria Eaton
While returning to our mapping schedule, we have received another distress call. A Rigellian starship, the RDS Bronze Sky, has suffered a failure of their propulsion system while in orbit around Birchindi VII, a prospective mining colony. At last report, they are mere hours away from falling into the planet below, and the nearest Rigellian ship is three days away. In accordance with Starfleet Regulations, I have laid in a maximum warp course to render aid.
I only hope we are in time.
-
Captain's Log, USS Challorn, Stardate 20716.2 - Captain Thuir, currently patrolling the Romulan Neutral Zone
We have been assigned by Sector Command to investigate a Science Outpost on the surface of the Ulith III ice world, near the neutral zone. It has fallen silent shortly after issuing a garbled and incoherent message that we believe was a distress call. After a plague was only narrowly cured at Jonah-Ceti by USS Courageous and Bon Vivant a few months ago, everyone is nervous about what it could be. This border is far from the core worlds, and although the Romulans have been quiet since Khitomer, no one expects it to last. We must be vigilant.
-
Captain's Log, Supplemental, USS Courageous, Stardate 20716.3
The RDS Bronze Sky was on it's terminal orbit when we caught them with our tractor beam to pull them back into a stable orbit, above the heavy atmosphere. Their captain is effusive in his praise, which I have of course redirected towards the traditions of Starfleet. The weight of the exploration ship nearly dragged the ship down until tactical devised a scheme to use our torpedoes to detonate a pocket of highly volatile gas in the upper atmosphere to push the Bronze Sky clear.
I have beamed across with Chief Engineer ka'Lothorn to assist the Rigellians in diagnosing the fault which caused their propulsion.
-
Captain's Log, Supplemental, USS Enterprise, Stardate 20717.4
The entire crew has spent the last day in a meditative dream state. We had been orbiting the third planet of the system and running sensor sweeps when a wave of drowsiness came over the crew. We fell asleep where we were, in our chairs, at our stations, even on corridor floors. Everyone dreamed in that starry slumber ... dreamed of the endless vista of intergalactic space, of the solitude of the stars. I dreamt of ... well, perhaps I will keep that to ourselves.
-
Captain's Log, Supplemental, USS Sarek, Stardate 20717.5
To use the language of my human tactics lecturer at Starfleet Academy, I believe we have been 'hoodwinked'. Or at least, nearly so.
We travelled to the asteroid fields of the Corfis system to obtain the necessary materials. Our Bolian passenger has had us turn off our main sensors, explaining that the high-energy particles could disrupt the material we look for. It was only because of the suspicions of my tactical officer who, defying all logic and proper operating procedures, managed to create a make-shift sensor system by cross-referencing the nacelle intake telemetry with the navigational deflector, and determined that we were about to come under attack by four ships.
They call themselves the Bjeorni, and it seems they are an esoteric 'cult' focused around organisms of the type that we destroyed once before. This has been an elaborate ruse to gain revenge.
We have destroyed the enemy fleet, though not without some damage. Our passenger was also subdued after storming the bridge and attempting to fire a phaser at me.
In the end, however, we were able to study a new set of the organisms at a distance, and have made many fascinating discoveries.
[Gained +10 Research Points]
-
Captain's Log, Supplemental, USS Courageous, Stardate 20717.7
We have examined the damage that the Bronze Sky's impulse principal and secondary feeder power couplings. A single overload of a neighbouring plasma diffusion conduit caused both out in a single burst. However, from my understanding of the operational parameters of most impulse drive systems, the primary and secondary power couplings should have been impossible to both be damaged from that overload unless there was some manner of flow splitter.
But that could only mean ... a Sabote-Look out!
<sounds of phaser fire>
-
Captain's Log, Supplemental, USS Challorn, Stardate 20718.1
Upon arriving in orbit over Ulith III we have discovered that the scientists are missing. No lifesigns can be found on the planet's surface.
Commander Mbeki has managed to ungarble the final transmission of the ill-fated science colony. It is as follows...
"It's in the walls, it's in the walls... it ... it feeds. We are forsaken. Flee this place."
I have not sent an away team down to the surface.
-
Captain's Log, Supplemental, USS Enterprise, Stardate 20718.8
We dreamed again. However, in doing so we have discovered the common event.
During an orbit where the second moon of the third planet eclipsed the sun, and in so doing a great subterranean crystal lattice of a remarkable material began to emit an energy field that affects the thought patterns of living creatures. We have moved into orbit around this moon, in a polar orbit to keep the sun always in view, as we have discovered that this field is neutralised by the stellar wind. My science officer has, in the mean-time, beamed some of this remarkable material ahead and begun to analyse it.
[+15 Special Resources, opportunity for a mining colony to gain ongoing SR]
-
Captain's Log, Supplemental, USS Challorn, Stardate 20717.1
We have determined the vector that the plague took - it was frozen within a section of ice that was melted by the Ulithi science team as part of atmospheric tests. It is a truly virulent, flesh-altering phage. Though we have found no survivors via scanning, our sensors have turned up organic ... debris ... that we now believe to be the missing scientists.
Our doctor is Vulcan and they say that there is some similarities between this phage and some old diseases that the Vulcans have encountered. We have taken as many recordings and readings as possible, and sent them to the Vulcan Science Academy.
For the Ulith III outpost, nothing can be done, and the phage is too virulent to be left alone. We have fired a spread of torpedoes into the surface, and consigned our fallen comrades to the stars.
[Gained +10 Research Points]
-
Acting Captain's Log, Supplemental, USS Courageous, Stardate 20718.4
Captain Eaton is recovering in sickbay after fighting off the Rigellian saboteur who was attempting to overload the Bronze Sky's warp core to finish the job. The man was a corporate saboteur, trying to destroy this exploration ship so their own could stake the claim instead.
What people will do for money sickens me.
Thankfully, Captain Eaton, despite two phaser burns, is expected to make a full recovery. In fact, she was well enough to regale me at length about the virtue of humanity moving beyond the need for crude money. At considerable length, even...
[Gained +50 Relations with the Rigellians]
[Gained +5 Political Will]
In light of the repeated incidents around the Romulan Neutral Zone, Starfleet Ops has transferred a Miranda-class starship from the Klingon Border Zone to bolster defences there. Further, the USS Cheron will tour there, with the blessing of the Vulcans. Although we have no proof of Romulan involvement in these events, it seems prudent.
I'm told that the Federation Council is also feeling some level of concern over these events.
[+1 Threat Level]
Computer, End Log
Side 1: Federation Fleet, Ships 1, Combat 7, Hull 5
Side 2: Bjeorni Fleet, Ships 4, Combat 8, Hull 6
Turn 1 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.1267
Turn 1 - Bjeorni Fleet is hit!
Ship Light Cruiser Shields hit, now 1 / 2
Turn 2 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.1967
Turn 2 - Bjeorni Fleet is hit!
Ship Escort 2 Shields hit, now 0 / 1
* Ship Escort 2 shields have collapsed! *
Turn 3 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.8441
Turn 3 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 5 / 6
Turn 4 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.8265
Turn 4 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 4 / 6
Turn 5 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.3699
Turn 5 - Bjeorni Fleet is hit!
Ship Escort 1 Shields hit, now 0 / 1
* Ship Escort 1 shields have collapsed! *
Turn 6 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.0682
Turn 6 - Bjeorni Fleet is hit!
Ship Light Cruiser Shields hit, now 0 / 2
* Ship Light Cruiser shields have collapsed! *
Turn 7 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.5662
Turn 7 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 3 / 6
Turn 8 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.7771
Turn 8 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 2 / 6
Turn 9 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.2172
Turn 9 - Bjeorni Fleet is hit!
Ship Light Cruiser Hit - Now Hp 1/2
** Turn 9 - Ship Light Cruiser has dropped below 75% HP **
Turn 10 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.5386
Turn 10 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 1 / 6
Turn 11 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.2902
Turn 11 - Bjeorni Fleet is hit!
Ship Escort 2 Hit - Now Hp 0/1
Ship Escort 2 Hull 1 vs Average Attack 7
Defender Roll: 1 + 6 vs Attacker: 7 + 6
**** Turn 11 - Ship Escort 2 has been Destroyed! ****
Turn 12 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 24.5 - Federation's Chance to Land Hit: 0.5000 RNG: 0.4186
Turn 12 - Bjeorni Fleet is hit!
Ship Light Cruiser Hit - Now Hp 0/2
Ship Light Cruiser Hull 2 vs Average Attack 7
Defender Roll: 2 + 6 vs Attacker: 7 + 7
**** Turn 12 - Ship Light Cruiser has been Destroyed! ****
Turn 13 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 8 - Federation's Chance to Land Hit: 0.7538 RNG: 0.4529
Turn 13 - Bjeorni Fleet is hit!
Ship Escort 1 Hit - Now Hp 0/1
Ship Escort 1 Hull 1 vs Average Attack 7
Defender Roll: 1 + 6 vs Attacker: 7 + 4
**** Turn 13 - Ship Escort 1 has been Destroyed! ****
Turn 14 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.4942
Turn 14 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Shields hit, now 1 / 2
Turn 15 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.0147
Turn 15 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Shields hit, now 0 / 2
* Ship Light Cruiser 2 shields have collapsed! *
Turn 16 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.8127
Turn 16 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Hit - Now Hp 1/2
** Turn 16 - Ship Light Cruiser 2 has dropped below 75% HP **
Turn 17 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.8563
Turn 17 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 0 / 6
* Ship USS Sarek shields have collapsed! *
Turn 18 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.9723
Turn 18 - Federation Fleet is hit!
Ship USS Sarek Hit - Now Hp 4/5
Turn 19 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.5035
Turn 19 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Hit - Now Hp 0/2
Ship Light Cruiser 2 Hull 2 vs Average Attack 7
Defender Roll: 2 + 5 vs Attacker: 7 + 8
**** Turn 19 - Ship Light Cruiser 2 has been Destroyed! ****
=========================
-
-
-
-
-
=========================
End of Battle - Turn 19
Side 1: Federation Fleet, Ships 1, Combat 7, Hull 4
Side 2: Bjeorni Fleet, Ships 0, Combat 0, Hull 0
Side two has been Wiped Out.
Federation Fleet Casualties:
Bjeorni Fleet Casualties:
Escort 2 has been Destroyed
Light Cruiser has been Destroyed
Escort 1 has been Destroyed
Light Cruiser 2 has been Destroyed
Federation Fleet
Ship USS Sarek: Hull/Combat: Start 7 / 5, End 7 / 4, Shield: 0 / 6
Bjeorni Fleet
Ship Light Cruiser: Start 3 / 2, End 0 / 0
Ship Escort 1: Start 1 / 1, End 0 / 0
Ship Escort 2: Start 1 / 1, End 0 / 0
Ship Light Cruiser 2: Start 3 / 2, End 0 / 0
It is one of the graveyard shifts on the USS Courageous at the moment, a time when on most ships the bridge is held down by one of the more junior officers, say a Lieutenant-Commander with ambitions. However, Victoria Eaton, all signs of bandaging hidden beneath her crisply pressed, splendid crimson uniform, was relaxing in her command chair. Relaxing, of course, is a very relative term, especially with Captain Eaton. Her back is ramrod straight, posture so perfect it could have stepped forth from the pages of a 19th Century grammar school manual. In her hands, however, sits a fine china teacup on a saucer, and the only motion that betrays that she is not an automaton, or perhaps a particularly straight-laced Vulcan, is the small curl to her lips and the slightly lusty flutter of lashes as she savours each sip of tea.
Her faithful first officer, Commander Rosalea McAdams, is at her side, presentation no less immaculate, with every Starfleet regulation observed and in compliance. Around her the bridge, even in the middle of this drudgery shift, is a hive of calm and concise activity. Blonde hair curls into a neat bun. She simply stands at her captain's side. She has followed Victoria through every assignment her old friend has ever had, moving heaven and earth if needed.
Victoria notices the young helmsman of the shift, a surprisingly twitchy Andorian with an Ensign's rank device on his uniform, continually glancing over his shoulder at her. After this has continued for a few minutes, she cocks her head at her subordinate. "Is something the matter, Ensign na'Mashaar?"
"N-no, Captain," the Andorian officer stammers, quickly burying himself in the helm console. The Vulcan Ops officer snickers - or at least, does that eyebrow thing that Vulcans do when they no doubt wish to snicker but feel that such an emotion would lead to spontaneously becoming a Romulan.
"Very well, Ensign na'Mashaar," Victoria replies.
A moment passes, another sip warms the Captain.
"Except...," the Ensign slowly voices. Victoria allows herself a tiny smile. The Andorian squirms in his seat, but finally gets out, "What was it like on the Bronze Sky?"
"What was it like?" repeats Victoria.
The Ensign nods. "The Tac officer, he, uh, said it was very, uh, sporty, over there."
"Sporty... Well, I suppose you could term it that," muses Victoria. She glances up at Rosalea and hmm's.
===
The damaged corridor is dark and smoke filled. Plasma burns scar the twisted walls. Torches stab beams of light through the gloom, gleaming off the exposed wiring. The turtle-like Rigellians are there, staring at the ruins of the plasma conduit while Victoria's engineer, a grumbling, porcine Tellarite, makes his assessment. Victoria watches on with Rosalea, hands clasped primly behind her back.
"It's not possible," the Rigellian complains. "There must have been some secondary fault you're not seeing. There's no way for this plasma to angle like that."
"Now look here, I know more about plasma than you've ever forgotten," the engineer snaps. "This conduit took out both by itself."
Victoria steps away and begins to make her supplementary log while the engineer argues with the Rigellian. But all the while, her mind is racing. There is a way, she realises. A properly treated steel plate would survive just long enough to redirect a deadly jet of plasma into the secondary impulse power conduits on the deck below, before being vaporised itself, leaving no trace. Yet, that would also imply...
The Captain glances up and sees a shadow detach from the murk, a limb telescoping towards the engineer. "Look out!" she cries.
Her phaser leaps forth like it rides lightning to her grip, and spits death even as the return fire strikes a Rigellian officer, who goes down in smoke and gurgles.
The shape disappears back into the unpowered Engineering area. "He's heading to the warp core!" Victoria's voice is a booming thunder that cuts through the tumult. "Chief, stay with the Rigellians. Security team, on me!"
She issues no order to her first officer; she already knows where Rosalea will be.
The Captain rushes down the corridor, phaser out and firing. Her eyes burn like coals and her lips snarl. A shape lurches out at her, swinging a heavy club overhead. Her free hand snaps out to catch her foe on the elbow, spoiling the strike, just before her heel slams through the side of his knee. A crack like a splintering tree trunk echoes in the corridor, just before Victoria twists to put her phaser pistol in the Rigellian's face and dispatches him. She disregards the ozone and cooked meat smell.
Rosalea is firing past her like a woman possessed, covering her commanders charge into the teeth of danger.
Within minutes they have pushed through, cutting down another foe as they head into the heart of Engineering.
Victoria springs up onto a console and vaults onto an overhead catwalk, scrambling to her feet. She has got the drop on two Rigellians huddled over the mechanism that would feed anti-matter into the warp core if it were running. One jerks upright and begins to train a phaser and then drops nervelessly when Victoria's fire lances through his face. The other saboteur pauses, glancing at his weapon on the casing next to him, glancing up at the Starfleet officer standing above him.
"A bloody cook!" cries Victoria for a moment before her visage hardens like the armour of the Courageous. "Step back."
The Rigellian reaches for his phaser, and Victoria sends him to join his conspirator.
Captain Victoria Eaton takes in a deep breath and holsters her phaser. A brief tug at the hem of her uniform straightens it out. She turns and walks away.
"Captain Telsk, I believe that concludes that matter," she says aloud as the rest of the officers catch up. "Commander McAdams, please arrange for transport back to the Courageous, I am in dire need of some fresh Lady Grey."
"Of course, Captain," says Rosalea as she holsters her phaser and removes her communicator. "And perhaps while we're there, you might consider getting those two serious looking phaser burns looked at?"
Victoria glances down and blinks in surprise. "Oh. Well, if you insist." They don't hurt, and she knows that isn't a good sign. But no helping it now, the doctor will just have to see what he can do about it.
"McAdams to Courageous, two to beam, directly to sick bay."
The blue light flashes and the next thing that the two officers know, Victoria is sagging to the ground in the sickbay as doctors and nurses react in shock. Before she can hit the floor Rosalea is there, catching and cradling her. Soon a multitude of hands are on her, pulling her up onto a gurney.
"You, Captain, are going to be the death of me," whispers Rosalea amidst the babble of doctors.
"Lady Grey, hot, spot of milk, one lump," whispers back Victoria as an anaesthetic hypospray is pressed into the side of her neck. "Have it waiting..."
===
"Sporty," repeats the Captain as she glances down at her tea, Lady Grey, hot, spot of milk, one lump.
"Well, yes, I suppose it was a bit sporty," she agrees at last. "But overall it was dark, gloomy, and not terribly much to write home about. Do not concern yourself with it, Ensign."
QM/N: 2020 update here - Friendly heads up, this variant of the Research phase has been replaced by different mechanics.
------------------
Stardate 20712.4
The Starfleet Ship Design Bureau was the somewhat innocuously named hub of all research within Starfleet. That in turn meant that the Vulcan Rear Admiral T'Laur was the hub of all research within Starfleet, for it her role to direct the technology teams of the Bureau. This was determined annually at a date late in the human calendar year, when T'Laur met with representatives of all the various technology teams and other Starfleet departments to iron out the assignments, and who would be allocated to Federation service for the coming year.
As the attendees of the meeting began to shuffle in a crimson tide of prestigious uniforms, wearing ever more fancy rank designs on their chests, T'Laur reflected to herself that what she was looking forward to most about her upcoming retirement was the promise of pure solitude. Then the fanciest rank device of them all walked in as Admiral Vitalia Yukiko Kahurangi entered the room with her entourage of aides, officers, and Yeomen in tow. T'Laur had heard good things about the Admiral, and wished her well in her service for the years to come. But for this meeting, T'Laur had a number of logical objectives to achieve and for her final year of service, she was not going to let anyone get in the way.
"I see we are all in attendance," announces T'Laur. "Then let us begin."
10pts are required to activate a Tech Team
35 / 10 = 3 rem 5
3 Tech Teams may be activated, 5rp carry forward to next year
T'Laur would like to carry on research in the areas of:
Computing
Sensors
Medical
With this in mind, T'Laur then looks at her roster of available tech teams.
The Vulcan Science Academy has "Sensors" as a preferred tech area, so their Skill will count for double against techs in this category, so T'Laur begins her vote with:
[e] Plan T'Laur
-[e] Vulcan Science Academy - Sensors
Next on the hit parade, T'Laur looks for a tech team that can handle "Computing". It so happens that the Daystrom Institute think they are pretty handy on that front, so T'Laur gives them the tick.
[e] Plan T'Laur
-[e] Vulcan Science Academy - Sensors
-[e] Daystrom Institute - Computers
This leaves just Medical. Now, although T'Laur would like to eventually get Starfleet Medical to create a research team to work with her, at this stage it's no dice. Since she doesn't have a Medical specialist team, T'Laur looks for the highest skill team that remains. Spock may not be a doctor, but at Skill 4 he is a fine scientist and he no doubt knows a good doctor or two to join his team for the coming year. As a result, her final vote is:
[e] Plan T'Laur
-[e] Vulcan Science Academy - Sensors
-[e] Daystrom Institute - Computers
-[e] Spock - Medical
Through the power of superior Vulcan bloody mindednesslogic and reasoning, T'Laur's vote is successful, and is implemented.
So voting is as simple as: count your tens, then pick an area, then pick a team!
=====================================
As a result of this infusion of research material, the Vulcan Science Academy is able to take to the Sensor research with a will. Now, there are three techs that make up the sensor category.
Sensor Tech
0 / 20 SR Anti-Cloaking I - Chance of intercepting cloaked vessels before battle
0 / 20 Targeting Sensors I - (2% weight savings for combat)
All three of these techs get the boost from the Tech Team's Skill, which is 3. However, because their Preference is also Sensors, they double their productivity.
Further, every tech team will give one field in their area an extra +5, because research is often about getting the right breakthrough. However, because science is unpredictable, this field is chosen at random. A roll of d3 = 3, so Enhanced Sensors 1 gets the +5. So at the end of the turn of research we get.
Sensor Tech
0 + 6 = 6 / 20 SR Anti-Cloaking I - Chance of intercepting cloaked vessels before battle
0 + 6 = 6 / 20 Targeting Sensors I - (2% weight savings for combat)
0 + 6 + 5 = 11 / 20 Enhanced Sensors I - (2% weight savings for Science)
Enhanced sensors is not far away now!
This continues on to the other two tech areas, which nets us...
6 / 20 Data Analysis Center I (-1 RP required to activate Tech Team)
6 / 20 Targeting Computer I (2% weapon weight reduction)
Spock does not have a preference for Medical, so he only applies his natural skill. Of course, because his natural skill is so high, he gives as much of a bonus as some teams do in their native area! Clearly, some people need to practice!
LEADS TO - Primitive Isolinear Computers
LEADS TO - 2320s Ship Computer Cores
LEADS TO - 2320s Automated Ship Systems
[T3] 2320s Research Centers
PREREQS - 2310s Computing Installations 2320s Research Centers
All manner of computer technologies come under this banner.
60 / 60 Type-14 Duotronic Mainframe (Data Analysis Center III) (-0.5 RP required to activate Tech Team (7.5))
60 / 60 Wolff-T'Par B-Type Portable Mainframe (Portable Analysis Center II) (+1 rp annually from research colonies)
[Required for T3 Science Labs]
LEADS TO - 2330s Research Centers
LEADS TO - 2330s Mobile Computing
[T3] 2320s Mainframe Systems
PREREQS - 2310s Computing Installations 2320s Mainframe Systems
All manner of computer technologies come under this banner.
LEADS TO - 2320s Mainframe Systems
LEADS TO - 2330s Colony Core
[T3] Primitive Isolinear Computers
PREREQS - 2310s Computing Installations, 2310s Shipboard Computing Primitive Isolinear Computers
Duotronic computing has stood the Federation in good stead for decades, but it is reaching the limits of what it can achieve. A new paradigm is required.
80 / 80 Prototype Isolinear Computer (Isolinear Tech I) (Required to progress computing to Isolinear-Era)
LEADS TO - Production Isolinear Computer
[T3] 2320s Ship Computer Cores
PREREQS - 2310s Shipboard Computing 2320s Ship Computer Cores
All manner of computer technologies come under this banner.
LEADS TO - 2330s Ship Automated Systems
LEADS TO - 2339s Ship Computer Cores
[T3] Automated Ship Systems - COMPLETE
PREREQS - 2310s Shipboard Computing Automated Ship Systems
Systems for reducing crewing requirements and ccomputer weight requirements.
60 / 60 Majel 3.5 (Ship Operating System III)
60 / 60 Targeting Computer III
40 / 40 Navigational Computer I 40 / 40 Barret-V System Automation (Crew Saving I) (Reduce Enlisted Crew Requirements)
[Unlocks T3 Operating Systems]
[Unlocks T3 High-Automation Variant Sub-Frames]
[Required to Unlock T3 Navigational Sensor Parts]
LEADS TO - 2330s Automated Ship Systems
LEADS TO - 2330s Subsystems
[T4] 2330s Research Centers
PREREQS - 2320s Research Centers 2330s Research Centers
Next iteration of Research Computers
0 / 50
Lateral-Processing Duotronic Mainframe (Data Analysis Center IV) (+1 Free Tech Team Activation)
Teraquad Storage Node (Data Storage I) (+2 RP Generated)
LEADS TO - 2340s Research Centers
[T4] 2330s Mobile Computing - COMPLETE
PREREQS - 2320s Research Centers 2330s Mobile Computing
Development of better high-powered mobile processing.
50 / 50
Wolff-T'Par D-Type Portable Mainframe (Portable Analysis Center III) (+1 rp annually from research colonies)
Gigaquad Mobile Storage (Mobile Storage I) (-1pp to Cost of Research Colonies)
[Required for T4 Science Labs]
LEADS TO - 2340s Mobile Computing
[T4] Production Isolinear Computers
PREREQS - Primitive Isolinear Computers Production Isolinear Computers
A version of the Isolinear Chip suited for production environments.
70 / 70
Gak-ch'Bothyk Isolinear Processor (Isolinear Tech II) (Opens up new tech)
LEADS TO - 2330s Mainframe Systems
LEADS TO - Positronic Theory
LEADS TO - 2330s Ship Computer Cores
[T4] 2330s Mainframe Systems
PREREQS - Production Isolinear Computers, 2320s Mainframe Systems 2330s Mainframe Systems
Descrip
PREREQS - 2320s Automated Ship Systems 2330s Subsystems
Individual processor-intensive systems
0 / 50
Targeting Computer III
Navigational Computer II
Sensor Pre-Fetch System (Science Computer I)
[Unlocks T4 TCU, necessary to unlock T4 Nav Sensors]
LEADS TO - 2340s Subsystems
[T5] 2340s Research Centers
PREREQS - 2330s Research Centers 2340s Research Centers
Descrip
0 / 65
Early Isolinear Mainframe (Data Analysis Center V) (+1 Free Tech Team Activation)
Teraquad Storage Node (Data Storage I) (+2 RP Generated)
[T5] 2340s Mobile Computing
PREREQS - 2330s Mobile Computing 2340s Mobile Computing
Development of better high-powered mobile processing.
0 / 80
Wolff-T'Par D-Type Portable Mainframe (Portable Analysis Center III) (+1 rp annually from research colonies)
Networked Mobile Storage (Mobile Storage II) (One-Time +5 Exp to Random Tech Team)
[Required for T5 Science Labs]
[T5] 2340s Mainframe Systems
PREREQS - 2330s Mainframe Systems 2340s Mainframe Systems
An improved standard high-powered computing facility.
PREREQS - 2330s Automated Ship Systems, 2330s Ship Computer Cores 2330s Automated Ship Systems
Develop better Automated Ship Systems
0 / 70
Majel 4.0 (Ship Operating System IV)
Life Support OS Module (Ship OS Safety I)
Barret-V Control Automation (Crew Saving III) (Reduce Offier Crew Requiments)
[Unlocks T5 Operating System parts]
[Unlocks T5 High-Automation Subframe Variants]
[T5] 2340s Subsystems
PREREQS - 2330s Subsystems 2340s Subsystems
Individual processor-intensive systems
0 / 50
Targeting Computer IV
Navigational Computer III
Sensor Pre-Fetch System (Science Computer II)
[Necessary to Unlock T5 Nav Sensors]
[Unlocks T5 TCU parts]
Warp Technology
[T1] ToC Warp Technology
ToC Warp Technology
Basic Warp Cores, Drives, and assorted Technology for the ToC.
20 / 20 Dilithium Efficiency I (Warp Core Weight:SR ratio reduced by 0.1) 20 / 20 Warp Core Construction I (Warp Core Weight reduced by 2%) 20 / 20 Warp Core Scaling I (Warp Core Min Multiplier reduced by .5/1/2)
20 / 20 Warp Core Safety Design I (Reduced chance of Warp Core Breach and reduce crew loss in the event of ship destroyed, improved reliability by 2%) 20 / 20 Escort Warp Coil Design I (Nacelle Weight Penalty to 1.05)
LEADS TO - 2310s Warp Cores
LEADS TO - 2310s Warp Propulsion
LEADS TO - 2310s Warp Core Safety
[T2] 2310s Warp Cores
PREREQS - ToC Warp Technology
2310s Warp Cores
Warp Cores and power generation all come under here.
40 / 40 Chelok-Am Dilithium Treatment (Dilithium Efficency II) (Warp Core Weight:SR ratio reduced by 0.1)
40 / 40 Improved Thermal Shroud (Warp Core Construction II) (Warp Core Weight reduced by 2%) 60 / 60 Improved Injector Throttling (Warp Core Scaling II) (Warp Core Min Multiplier reduced by .5/1/2)
20 / 20 Mars-1 Deuterium Pre-Burner (Warp Core Power Generation I) (+2% to Warp Core output)
[T2 Warp Cores, Injectors unlocked]
LEADS TO - 2320s Core Efficiency
LEADS TO - 2320s Core Power
[T2] 2310s Warp Core Safety
PREREQS - ToC Warp Technology
2310s Warp Core Safety
Warp Core Safety/Reliability comes under here.
40 / 40 K19 Main Engineering System Module (Warp Core Damage Failsafe Design II) (Reduced chance of Warp Core Breach and reduce crew loss in the event of ship destroyed)
40 / 40 Light-Weight Coolant Redundancy (Warp Core Operation Safety Design II) (Improved reliability by +2)
20 / 20 EPS Conduit Mag Failsafes I (Reliability for all stats improved by 0.1)
[T2 Coolant, EPS Parts Unlocked]
LEADS TO - 2320s EPS Safety
LEADS TO - 2320s Warp Core Safety
[T2] 2310s Warp Propulsion
PREREQS - ToC Warp Technology
2310s Warp Propulsion
Warp Drives come under here.
40 / 40 Advanced Warp Theory I (Opens additional Techs)
20 / 20 Warp Coil Design Efficiency I
20 / 20 Advanced Subspace Field Theory I (Opens additional Techs)
20 / 20 Verterium Cortenide Metallurgy I
[Required for T2 Warp Nacelles]
LEADS TO - 2320s Advanced Subspace Fields
LEADS TO - 2320s Warp Drives
PREREQS - 2320s Core Power, 2320s Advanced Subspace Fields Next Generation Core Design
A new approach to Warp Core design fit for a new generation of cores.
0 / 40
Next Generation Core Design I (Opens up new Techs)
LEADS TO - 2340s Core Power
LEADS TO - 2340s Warp Drive
0 / 70
EPS Conduit Mag Failsafes IV (Reliability for all stats improved by 0.1)
Principal Corridor Manifolds (EPS Console Taps III) (+0.2 all crew types due to reduced operational injuries)
ToC Starship Frames
The practicals of building starships, leading to more capable designs.
20 / 20 Hull Armour Material Science I
20 / 20 Hull Integrity Grids I
20 / 20 Frame Weight Improvements I
[T1 Principal Frames, Hull Armour Unlocked]
[T2] 2310s Starship Durability
PREREQ - ToC Starship Frames
2310s Starship Durability
The practicals of building starships, leading to more durable designs
40 / 40 Duranium-Tritanium Investigation (Hull Armour Material Science II) (Leads to new options)
40 / 40 Type-VI Family SIF Generators (Hull Integrity Grids II)
20 / 20 2310s Escape Pod (Escape Pod I) (Chance to reduce crew loss in the event of ship destroyed)
20 / 20 SIF Geometry Research (Durability I) (Leads to reducing combat potential loss due to hull damage)
20 / 20 Super-Heavy Duty EM Rail Ejectors (Warp Core Ejection Design I) (Better chance to prevent Warp Core Breach scenario at 0hp)
[T2 Principal Frames, Hull Armour Unlocked]
[T2 Onboard Industry Unlocked]
LEADS TO - 2320s Lightweight Frames
LEADS TO - 2320s Construction Techniques
LEADS TO - 4000kt Shipyard Berth
[T2] 450kt Module
PREREQ - ToC Starship Frames
450kt Module
The practicals of building starships, leading to more capable designs.
0 / 40
Module II (Allow Scale 1.5 Module)
LEADS TO - 600kt Module
[T3] 2320s Starship Safety
PREREQS - 2310s Starship Durability 2320s Starship Safety
The practicals of designing safe ships.
60 / 60 Type-VI Mk2 Family SIF Generators (Hull Integrity Grids II) 40 / 40 2320s Escape Pod (Escape Pod I) (Chance to reduce crew loss in the event of ship destroyed)
40 / 40 Redundancy Investigations (Durability II) (Leads to reducing combat potential loss due to hull damage)
40 / 40 Initial Breach Monitoring Systems (Warp Core Ejection Design II) (Better chance to prevent Warp Core Breach scenario at 0hp)
[Unlocks T3 Warp Core Ejection parts]
[Unlocks T3 SIF Parts]
LEADS TO - 2330s Warp Core Mounting
LEADS TO - 2330s Evacuation Systems
[T3] 2320s Starship Armour
PREREQS - 2310s Starship Durability Duranium-Tritanium Basic Alloy
The next phase in starship hull armouring
PREREQS - 2320s Starship Safety 2330s Evacuation Systems
Systems for improving Crew Safety.
15 / 65
Type-VI Mk2 Family SIF Generators (Hull Integrity Grids III)
ARSM Escape Pod (Escape Pod II) (Chance to reduce crew loss in the event of ship destroyed)
Selective Armouring (Crew Protection I)
[Unlock changes to Key and Critical Industry Options]
[Unlock T5 Onboard Industry options]
Personal Tech
[T1] Basic ToC Equipment
Basic ToC Equipment
Descrip
20 / 20 San Francisco 1 Pattern Away Team Kit (Away Team Standard Equipment I) (reduce crew losses on away missions)
20 / 20 Mark-II Phaser Family (Personal Phasers I) (reduced crew casualties to events involving alien boarding/away team combat)
20 / 20 Yamaha 34a Duotronic Chip (Tricorder I) (Nothing yet)
LEADS TO - 2310s Equipment
LEADS TO - 2310s Personal Protection
[T2] 2310s Equipment
PREREQS - Basic ToC Equipment 2310s Equipment
Man-portable equipment, whether intended for Away Teams or shipboard use.
40 / 40 San Francisco 2 Pattern Away Team Kit (Away Team Equipment II) (reduce crew losses on away missions)
20 / 20 Academy Away Team Annex (Away Team Training I) (Only Requires 7 turns instead of 8 to increase first experience level)
20 / 20 Type-I Transport Pattern Enhancer Band (Safety Devices I) (Reduce ship destroyed penalty to crew losses)
40 / 40 Miniaturised Molecular Scanner (Tricorder II) (Nothing yet) 20 / 20 Low-Radiation Emitter Units (Portable Shield Systems I) (Nothing Yet)
LEADS TO - Specialised Teams
LEADS TO - Basic Modern Tricorder
LEADS TO - 2320s Equipment
[T2] 2310s Personal Protection
PREREQS - Basic ToC Equipment 2310s Personal Protection
Man-portable equipment, whether intended for Away Teams or shipboard use.
40 / 40 Mark-III Phaser Family (Personal Phasers II) (reduced crew casualties to events involving alien boarding/away team combat)
20 / 20 Type-VI Zero-G Vac-Suit (Vacuum Protection Gear I) (Begins to reduce crew losses due to ship damage)
20 / 20 Tellar Sciences Heavy Duty Suit (Hazardous Environment Gear I) (Start of path to shield+tech integrated away team protective gear)
40 / 40 Mark-III Type-3 Phaser (Phaser Rifles I) (+1 to events involving alien boarding/away team combat)
LEADS TO - Primitive Integration
LEADS TO - 2320s Personal Weapons
[T3] Specialised Teams
PREREQS - 2310s Equipment Specialised Teams
Sometimes tricky situations require a more deft touch than "whoever happens to be nearby".
30 / 30
Security 2315 Away Team Curriculum (Away Team Training II) (Reduced chance of away team casualties)
Talent Identification (Hazard Team I) (Non-Explorers: Gain +1 C on missions requiring away teams)
LEADS TO - Hazard Team Concept
[T3] Basic Modern Tricorder
PREREQS - 2310s Equipment Basic Modern Tricorder
Portable devices to help crew members carry-out functions independently.
16 / 50
Super Light-Weight LCARS Module (Tricorder III) (Leads to Next Tier)
Type-III Science Tricorder (Science Tricorder I) (+1 S on Missions requiring away teams)
Type-III Medical Tricorder (Medical Tricorder I) (Improve crew survival chances)
LEADS TO - Modern Tricorder
[T3] 2320s Equipment
PREREQS - 2310s Equipment 2320s Equipment
Man-portable equipment, whether intended for Away Teams or shipboard use.
60 / 60 Amarkian Marine Pattern Away Team Kit (Away Team Equipment III) (re-roll attempts to conduct forced boarding)
40 / 40 High-Efficiency Rebreathers (Safety Devices II) (Reduce ship destroyed penalty to crew losses)
40 / 40 Type-A Engineering Kit (Engineering Gear I) (+1 to rolls ship recovery Distress Calls)
40 / 40 High-Density Power Cells (Portable Shield Systems II) (Nothing Yet)
LEADS TO - 2330s Equipment
LEADS TO - Production Integrated Uniform
[T3] Primitive Integration
PREREQS - 2310s Personal Protection Primitive Integration
Early attempts to integrate technological functions into Crew Uniforms.
40 / 40 Type-VII Zero-G Vac-Suit (Vacuum Protection Gear II) (Begins to reduce crew losses due to ship damage)
40 / 40 Personal Integrity Field Experiments (Hazardous Environment Gear II) (Continue path to shield+tech integrated away team protective gear)
40 / 40 Communicator Badge (Integrated Uniform I) (+1 to rolls for Distress Call Missions)
LEADS TO - Production Integrated Uniforms
[T3] 2320s Personal Weapons
PREREQS - 2310s Personal Protection 2320s Personal Weapons
Improved personal protection weapons for crew-members.
LEADS TO - 2330s Phaser Side-Arms
LEADS TO - 2330s Phaser Rifles
[T4] Hazard Team Concept
PREREQS - Specialised Teams Hazard Team Concept
Sometimes tricky situations require a more deft touch than "whoever happens to be nearby".
8 / 50
Science 2325 Away Team Curriculum (Away Team Training III) (Re-Roll Science Tests involving Away Missions)
Talent Identification (Hazard Team II) (Non-Explorers: Gain +1 S on missions requiring away teams)
Emergency Responses (Away Team Engineering I) (Improved chance to get a Disabled Result instead of Destroyed Result)
LEADS TO - Hazard Teams
[T4] Modern Tricorder
PREREQS - Basic Modern Tricorder Modern Tricorder
Portable devices to help crew members carry-out functions independently.
0 / 60
Reinforced Power Pack (Tricorder IV) (Leads to Next Tier)
Type-IV Science Tricorder (Science Tricorder I) (+1 S on Missions requiring away teams)
Type-IV Medical Tricorder (Medical Tricorder I) (Improved Crew Survival leads to +0.25 all crews)
LEADS TO - Next Generation Tricorder
[T4] 2330s Equipment
PREREQS - 2320s Equipment 2330s Equipment
Man-portable equipment, whether intended for Away Teams or shipboard use.
27 / 55
Amarkian Marine Pattern Away Team Kit (Away Team Equipment III) (re-roll attempts to conduct forced boarding)
High-Efficiency Rebreathers (Safety Devices II) (Reduce ship destroyed penalty to crew losses)
Type-A Engineering Kit (Engineering Gear I) (+1 to rolls ship recovery Distress Calls)
High-Density Power Cells (Portable Shield Systems II) (Nothing Yet)
LEADS TO - 2340s Equipment
LEADS TO - Personal Integrity Field
[T4] Production Integrated Uniforms
PREREQS - Primitive Integration, 2320s Equipment Production Integrated Uniforms
Early attempts to integrate technological functions into Crew Uniforms.
0 / 55
Type-VIII Zero-G Vac-Suit (Vacuum Protection Gear III) (Improved safety generates +0.1/crew)
Personal Integrity Field Experiments (Hazardous Environment Gear III) (Continue path to shield+tech integrated away team protective gear)
PADD-Holo Wrist Display Unit (Integrated Uniform II) (+1 to rolls for Diplomatic Missions requiring Away Teams)
LEADS TO - Personal Integrity Field
[T4] 2330s Phaser Side-Arms
PREREQS - 2320s Personal Weapons 2330s Phaser Side-Arms
Improved personal protection weapons for crew-members.
0 / 60
Mark-V Phaser Family (Personal Phasers IV) (+1 to unplanned personal-level combat rolls)
LEADS TO - 2340s Phaser Side-Arms
[T4] 2330s Phaser Rifles
PREREQS - 2320s Personal Weapons 2330s Phaser Rifles
Improved small arms for crew-members.
0 / 60
Mark-V Type-3 Phasers (Phaser Rifles III) (+1 to planned personal level combat rolls)
LEADS TO - 2340s Phaser Rifles
[T5] Hazard Teams
PREREQS - Hazard Team Concept Hazard Teams
Sometimes tricky situations require a more deft touch than "whoever happens to be nearby".
0 / 65
Engineering 2335 Away Team Curriculum (Away Team Training IV) (+1 Hull Point may be repaired while underway with Engineering Tricorders)
Implement Hazard Teams (Hazard Team III) (Increase Event Rate)
(Away Team Engineering II) (Improved chance to get a Disabled Result instead of Destroyed Result)
[T5] Next Generation Tricorder
PREREQS - Modern Tricorders Next Generation Tricorder
Portable devices to help crew members carry-out functions independently.
0 / 85
Reinforced Power Pack (Tricorder V) (Leads to Next Tier)
Type-V Science Tricorder (Science Tricorder II) (+1 S on Missions requiring away teams)
Type-V Medical Tricorder (Medical Tricorder II) (Improved Crew Survival leads to +0.25 all crews)
Type-V Engineering Tricorder (Engineering Tricorder I) (+1 Hull Point may be repaired while underway with Engineering Tricorders)
[T5] 2340s Equipment
PREREQS - 2330s Equipment 2340s Equipment
Man-portable equipment, whether intended for Away Teams or shipboard use.
0 / 85
Vulcan Science Academy Pattern Away Team Kit (Away Team Equipment V) (+1 S for away missions)
(Safety Devices IV) (Improve crew intake +0.25 all crews)
Type-B Engineering Kit (Engineering Gear III) (+1 to some Engineering-related events)
Andorian Academy Mk 8 Coils (Portable Shield Systems IV) (Nothing Yet)
[T5] Personal Integrity Field
PREREQS - 2330s Equipment, Production Integrated Uniforms Personal Integrity Field
Early attempts to integrate technological functions into Crew Uniforms.
0 / 70
Rebreathing Equipment (Vacuum Protection Gear IV) (Improved safety generates +0.1/crew)
Personal Integrity Field Inegration (Integrated Uniform III) (Hazard Team away missions re-roll)
[T5] 2340s Phaser Side-Arms
PREREQS - 2330s Phaser Side-Arms 2340s Phaser Side-Arms
Improved personal protection weapons for crew-members.
0 / 80
Refitted Mark-V Phaser Family (Personal Phasers V) (+1 to unplanned personal-level combat rolls)
[T5] 2340s Phaser Rifles
PREREQS - 2330s Phaser Rifles 2340s Phaser Rifles
Improved small arms for crew-members.
0 / 80
Refitted Mark-V Type-3 Phasers (Phaser Rifles IV) (+1 to planned personal level combat rolls)
Sensors
[T1] ToC Sensors
ToC Sensors
For research into improving your ability to detect what is around you in space.
20 / 20 SR Anti-Cloaking I - (Improved chance of intercepting cloaked vessels) 20 / 20 Targeting Sensors I - (2% weight savings for combat)
20 / 20 Enhanced Sensors I - (2% weight savings for Science) 20 / 20 Long Range Sensors I - (progress to a +1 to Rolls in Mapping Missions)
[T1 LR/SR/Nav Sensor Parts Unlocked]
[Required for T1 Science Labs]
LEADS TO - 2310s Short-Range Sensors
LEADS TO - 2310s Long-Range Sensors
[T2] 2310s Short-Range Sensors
PREREQS - ToC Sensors 2310s Short-Range Sensors
For research into improving your ability to detect what is around you in space.
40 / 40 SR Anti-Cloaking II - (Improved chance of intercepting cloaked vessels)
40 / 40 Targeting Sensors II (2% weight savings for combat) 40 / 40 Geological Survey Sensors I (+1 to resource acquisition for non-Explorer Crew)
[T2 Long Range Sensor Parts Unlocked]
[Required to unlock Survey Sensors]
LEADS TO - 2320s Anti-Cloaking Sensors
LEADS TO - 2320s Targeting Sensors
LEADS TO - 2320s Geological Sensors
[T2] 2310s Long-Range Sensors
PREREQS - ToC Sensors 2310s Long-Range Sensors
For research into improving your ability to detect what is around you in space.
40 / 40 Enhanced Sensors II -
20 / 20 Light-Weight Sensor Redundancy I
40 / 40 Long Range Sensors II
100 / 100 Large-Scale Sensor Array I (Starbases Gain +1 Defence)
[T2 Long-Range Sensor Parts Unlocked]
[Required for T2 Science Labs]
LEADS TO - 2320s High-Powered Sensor Arrays
LEADS TO - 2320s Sensor Installations
LEADS TO - 2320s Survey Sensors
[T3] 2320s Anti-Cloaking Sensors
PREREQS - 2310s Short-Range Sensors 2320s Anti-Cloaking Sensors
Research into detecting that which people are attempting to hide
58 / 58
SR Anti-Cloaking III - (Improved chance of intercepting cloaked vessels)
Milli-Cochrane Tachyon Emission Detection (Anti-Cloaking Tech I) (Necessary to Progress)
LEADS TO - 2330s Anti-Cloaking Sensors
[T3] 2320s Targeting Sensors
PREREQS - 2310s Short-Range Sensors 2320s Targeting Sensors
For research into improving your ability to target what is around you in space.
40 / 40 Targeting Sensors III
20 / 20 Torpedo Homing Packages I
20 / 20 Phaser Tracking Sensors I
20 / 20 Tactical Command Sensors I
[Unlocks T3 SR Sensor parts]
LEADS TO - 2330s Phaser Tracking Sensors
LEADS TO - 2330s Torpedo Homing Sensors
[T3] 2320s Geological Sensors
PREREQS - 2310s Short-Range Sensors 2320s Geological Sensors
For research into improving your ability to detect what is on planets around you in space.
60 / 60 Geological Survey Sensors II (Gain increased rewards from mapping missions)
[Unlocks Survey Sensors]
[Required for T3 Science Labs]
LEADS TO - 2340s Geological Sensors
[T3] 2320s High-Powered Sensor Arrays
PREREQS - 2310s Long-Range Sensors 2320s High-Powered Sensor Arrays
For research into improving your ability to detect what is around you in space from a long way out.
50 / 50
Enhanced Sensors III
Light-Weight Sensor Redundancy II
LEADS TO - 2330s Starship Sensor Arrays
LEADS TO - 2330s Specialist Exploratory Sensors
[T3] 2320s Sensor Installations
PREREQS - 2310s Long-Range Sensors 2320s Sensor Installations
For research into improving your ability to detect what is around you in space from a long way out.
20 / 100
Large-Scale Sensor Array II (Increase Event Rate in Systems with Starbases)
LEADS TO - 2330s Starbase Sensors
[T3] 2320s Long Range Sensors
PREREQS - 2310s Long-Range Sensors 2320s Long Range Sensors
For research into improving your ability to detect what is around you in space from a long way out.
55 / 55
Long Range Sensors III - (gain +1 to Rolls in Anomaly Missions for non-Explorers)
Long Range Sensor Efficiency I
[Unlocks T3 LR Sensors]
[Required to unlock T3 Nav Sensors]
LEADS TO - 2330s Long Range Sensors
[T4] 2330s Anti-Cloaking Sensors
PREREQS - 2320s Short-Range Sensors 2330s Anti-Cloaking Sensors
Research into detecting that which people are attempting to hide
4 / 70
SR Anti-Cloaking IV - (Improved chance of intercepting cloaked vessels)
Milli-Cochrane Tachyon Emission Detection (Anti-Cloaking Tech II) (Necessary to Progress)
[T4] 2330s Phaser Tracking Sensors
PREREQS - 2320s Targeting Sensors 2330s Phaser Tracking Sensors
For research into improving your ability to target what is around you in space.
60 / 60 Phaser Tracking Sensors II
[Unlocks T4 Medium/Heavy SR sensor parts]
LEADS TO - 2340s Targeting Sensors
[T4] 2330s Torpedo Homing Sensors
PREREQS - 2320s Targeting Sensors 2330s Torpedo Homing Sensors
For research into improving your ability to target what is around you in space.
15 / 45
Torpedo Homing Packages II
[Unlocks T4 Light SR sensor parts]
LEADS TO - 2340s Targeting Sensors
[T4] 2330s Starship Sensor Arrays
PREREQS - 2320s High-Powered Sensor Arrays 2330s Starship Sensor Arrays
For research into improving your ability to detect what is around you in space from a long way out.
0 / 70
Enhanced Sensors IV - (2% weight/power savings for Science)
Light-Weight Sensor Redundancy III (Increases Science Reliability by +1)
Sensor Hull Mountings I (Science Weight reduced by 2%)
Sensor Power I (Science Power use reduced by 2%)
[Unlocks T4 Survey Sensors]
[Required to unlock T4 Ops Frames]
LEADS TO - 2340s Geological Sensors
LEADS TO - Next Generation Sensor Technology
[T4] 2330s Specialist Exploratory Sensors
PREREQS - 2320s High-Powered Sensor Arrays
2330s Specialist Exploratory Sensors
For putting special equipment in the hands of special people.
0 / 50
Stellar Catographic Sensors I (+1 to Stellar Anomaly Research rolls)
Specialist Sensors I (+1 to Science for Long-Range Explorer Vessels after 6mnth refit)
[Unlocks T4 Nav Sensor parts]
[Required for T4 Science Labs]
[T4] 2330s Starbase Sensors
PREREQS - 2320s Sensor Installations 2330s Starbase Sensors
For research into improving your ability to detect what is around you in space from a long way out.
0 / 115
Large-Scale Sensor Array III (+1 Defence for Outposts/Starbases/Deep Space, Increase Event Rate in Systems with Starbases)
LEADS TO - 2340s Starbase Sensors
[T4] 2330s Survey Sensors
PREREQS - 2320s Survey Sensors
2330s Survey Sensors
Descrip
10 / 70
Long Range Sensors IV - (gain +1 to Rolls in Anomaly Missions for Explorers)
Long Range Sensor Efficiency II
[Unlocks T4 LR Sensors]
LEADS TO - 2340s Survey Sensors
[T5] 2340s Targeting Sensors
PREREQS - 2330s Phaser Tracking Sensors, 2330s Torpedo Homing Sensors 2340s Targeting Sensors
For research into improving your ability to target what is around you in space.
0 / 75
Targeting Sensors IV (2% power use for combat)
Torpedo Homing Packages III (+1% combat weight, -4% combat power savings for Escorts)
Phaser Tracking Sensors III (+1% combat power, -2% combat weight for Explorers )
Tactical Command Sensors II(-2% combat weight/power for cruisers)
[Unlocks T5 SR Sensor Parts]
[T5] 2340s Geological Sensors
PREREQS - 2330s Starship Sensor Arrays, 2320s Geological Sensors 2340s Geological Sensors
For research into improving your ability to detect what is around you in space from a long way out.
0 / 80
Geological Survey Sensors III (Gain increased rewards from mapping missions)
[Unlocks T5 Survey Sensors]
[T5] Next Generation Sensor Technology
PREREQS - 2330s Starship Sensor Arrays Next Generation Sensor Technology
For research into improving your ability to detect what is around you in space from a long way out.
0 / 100
Enhanced Sensors V
Light-Weight Sensor Redundancy IV
Sensor Hull Mountings II
Sensor Power II
[Required to unlock T5 Ops Frames]
[Required for T5 Science Labs]
[T5] 2340s Starbase Sensors
PREREQS - 2330s Sensor Installations 2340s Starbase Sensors
For research into improving your ability to detect what is around you in space from a long way out.
0 / 130
Large-Scale Sensor Array IV (+1 Defence for Outposts/Starbases/Deep Space, Increase Event Rate in Systems with Starbases)
[T5] 2340s Survey Sensors
PREREQS - 2330s Survey Sensors 2340s Survey Sensors
For research into improving your ability to detect what is around you in space from a long way out.
0 / 90
Long Range Sensors V
Long Range Sensor Efficiency III
[Unlocks T5 LR Sensor Parts]
Weapons
[T1] Early ToC Weapons
Early ToC Weapons
For things that go pew and/or bang.
20 / 20 Early Nadion Theory (Phasers I) (Lead to Phaser Development)
20 / 20 Advanced Torpedo Theory (Torpedo I) (Lead to Torpedo Development)
20 / 20 Type-IV Heavy EPS Manifold ( Phaser Power Conductors I) (-1% Combat Power/Use)
20 / 20 Type-VI Torpedo Warhead (Torpedo Yield I) - (-2% combat power use for Escorts)
[Unlocks T1 Weapon Parts]
[T2] 2310s Phaser Development
PREREQS - ToC Weapons 2310s Phaser Development
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
LEADS TO - 2320s Torpedo Tracking
LEADS TO - 2320s Torpedo Development
[T3] 2320s Phaser Efficiency
PREREQS - 2310s Phaser Development 2320s Phaser Efficiency
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
LEADS TO - 2330s LW Secondary Phasers
LEADS TO - 2340s HY Heat Sinks
[T3] Primitive Phaser Arrays
PREREQS - 2310s Phaser Development Primitive Phaser Arrays
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
60 / 60 Prototype Type-IX Phaser Array (Phaser Array I) (Leads to Next Tech Level)
LEADS TO - Production Phaser Arrays
[T3] 2320s Phaser Development
PREREQS - 2310s Phaser Development 2320s Phaser Development
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
PREREQS - 2310s Phaser Development 2320s Penetrating Nadions
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
40 / 40 Phaser Modulations II (+4% chance of inflicting shield burn-through)
LEADS TO - 2330s Penetrating Nadions
LEADS TO - 2340s Phaser Drills
LEADS TO - 2330s High-Yield Phasers
[T3] 2320s Torpedo Tracking
PREREQS - 2310s Torpedo Development 2320s Torpedo Tracking
Projectile weapons utilising an antimatter warhead.
PREREQS - 2310s Torpedo Development 2320s Torpedo Development
Projectile weapons utilising an antimatter warhead.
53 / 55
Future Torpedo Research Program (Torpedo III) (Lead to Torpedo Development)
Type-VIII Warhead (Torpedo Yield III) (Increase Frigate Critical Hit Chance)
Refined Class-1 Burst Torpedo Launcher (Launcher System II)
Magnetically Sealed Mixing Chamber (Torpedo Safety II)
[Unlocks T3 Torpedo Parts]
LEADS TO - 2330s Torpedo Development
LEADS TO - Quantum Torpedo Theory Work
[T4] 2330s LW Secondary Phasers
PREREQS - 2320s Phaser Efficiency 2330s LW Secondary Phasers
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
[Unlocks Secondary Phaser options - Increase Cruiser and Capital Evasion]
LEADS TO - 2340s Secondary Phasers
[T4] Production Phaser Arrays
PREREQS - Primitive Phaser Arrays Production Phaser Arrays
A powerful development in Phaser Technology - instead of small banks of emitters, the phaser array comprises a long series of emitters that can combine strength.
53 / 70
Type-IX Production Phaser Array (Phaser Array II)
[Unlocks powerful Phaser Array Weapon Part Variants]
LEADS TO - 2340s Phaser Development
LEADS TO - 2340s Secondary Phasers
[T4] 2330s Phaser Development
PREREQS - 2320s Phaser Development 2330s Phaser Development
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
LEADS TO - 2340s Phaser Development
LEADS TO - 2340s High-Yield Heat Sinks
LEADS TO - 2340s Phaser Drills
[T4] 2330s Penetrating Nadions
PREREQS - 2320s Phaser Development 2330s Penetrating Nadions
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
0 / 40
Phaser Modulations III (+2% chance of inflicting shield burn-through)
LEADS TO - 2340s Penetrating Nadions
[T4] 2330s High-Yield Phasers
PREREQS - 2320s Penetrating Nadions 2330s High-Yield Phasers
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
0 / 60
Multi-TeraWatt Taps (Phaser Power I) (Increase Cruiser/Capital Critical Hit Chance)
Frigate Core Taps (Frigate Phasers I) (Increase Frigate Shield Burnthrough)
Starbase Phasers I (Starbase +1 C)
[Required to Unlock Large T4 Escort Tactical Frame]
LEADS TO - 2340s High Yield Phaser
[T4] Quantum Torpedo Theory Work
PREREQS - 2320s Torpedo Development Quantum Torpedo Theory Work
Projectile weapons utilising an antimatter warhead.
40 / 70
Quantum Torpedo Theory Work (Torpedo IV) (Lead to Torpedo Development)
LEADS TO - Quantum Torpedo Prototype
[T4] 2330s Torpedo Development
PREREQS - 2320s Torpedo Development 2330s Torpedo Development
Projectile weapons utilising an antimatter warhead.
LEADS TO - 2340s Torpedo Development
LEADS TO - Quantum Torpedo Prototype
[T5] 2340s Secondary Phasers
PREREQS - 2330s LW Secondary Phasers, Production Phaser Arrays 2340s Secondary Phasers
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
[Required to Unlock Large/Medium T5 Capital Tactical Frames]
[Unlocks dedicated Secondary Phaser Parts]
[T5] 2340s Phaser Development
PREREQS - 2330s Phaser Development, Production Phaser Arrays 2340s Phaser Development
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
0 / 90
Type-X Phaser Arrays (Phasers V)
Type-X Array Support Systems (Phaser Array III)
Revamped Nadion Lead Coils (Phaser Weight III)
[Unlock T5 Phaser parts]
[T5] 2340s High Yield Heat Sinks
PREREQS - 2320s Phaser Efficiency, 2330s Phaser Development 2340s High Yield Heat Sinks
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
0 / 60
Triple-Loop Cryogenics (Heat Sinks I)
[Required as part of unlocking T5 Tactical Subframes]
[T5] 2340s Phaser Drills
PREREQS - 2330s Phaser Development, 2320s Penetrating Nadions 2340s Phaser Drills
Phasers that can be used for mining and excavation purposes
0 / 45
Phaser Drills I (+5 Output from all Mining Colonies)
[T5] 2340s Penetrating Nadions
PREREQS - 2330s Phaser Development 2340s Penetrating Nadions
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
Gain +1 Militarisation
0 / 60
Phaser Modulations IV (+2% chance of inflicting shield burn-through)
[T5] 2340s High-Yield Phasers
PREREQS - 2330s Penetrating Nadions 2340s High-Yield Phasers
Directed Energy weapons that use Nadions to transfer the strong nuclear force to destroy targets.
Gain +1 Militarisation
0 / 70
Multi-TeraWatt Taps (Phaser Power II) (Increase Cruiser + Capital Critical Hit Chance)
Escort Core Taps (Frigate Phasers II) (Increase Frigate Burn-through chance)
Starbase Phasers II (Starbase +1 C)
LEADS TO - 2340s High Yield Phaser
[T5] Quantum Torpedo Prototype
PREREQS - Quantum Torpedo Theory Work, 2320s Torpedo Development Quantum Torpedo Prototype
Projectile weapons utilising an antimatter warhead.
0 / 75
Quantum Torpedo Theory Work (Torpedo V) (Lead to Torpedo Development)
LEADS TO - Quantum Torpedo Production Model
[T5] 2340s Torpedo Development
PREREQS - 2330s Torpedo Development 2340s Torpedo Development
Projectile weapons utilising an antimatter warhead.
LEADS TO - 2320s Dish Construction
LEADS TO - 2320s Navigational Deflectors
[T3] 2320s Deflector Emitters
PREREQS - 2310s Deflector Shields 2320s Deflector Emitters
Design and research on the physical construction of deflector emitter and waveguide nodes.
40 / 40 Emitter Designs II
40 / 40 Emitter Simplification II
40 / 40 Shield Reliability II
20 / 20 Navigational Deflector Shunt (Gain +25% rounded up to Shield Rolls against natural phenomena)
[Reduces next set of Shields' SR costs by 5% over what they would have been]
LEADS TO - 2330s Next-Gen Emitters
LEADS TO - 2330s Emitter Materials
[T3] Shield Regeneration Project - COMPLETE
PREREQS - 2310s Deflector Shields
Shield Regeneration Project
Design and research on the field properties of deflector shields.
40 / 40 AAI-4 Shield Distribution System (Shield Regeneration III)
LEADS TO - 2330s Shield Geometry
[T3] 2320s Deflector Shields - COMPLETE
REREQS - 2310s Deflector Shields 2320s Deflector Shields
For stopping things that go pew and/or bang.
60 / 60 Mark-V Deflector Shield Family (Core Shields III) 40 / 40 zh'Meryth Advanced Deflector Geometry (Shield Geometry I) (+1 to Damage Evasion Attempts) 40 / 40 Stellar Filtering I (+1 to Shield Rolls against Stellar events)
[Unlocks T3 Deflector Shield Parts]
LEADS TO - 2330s Shield Geometry
LEADS TO - 2330s Deflector Absorption
LEADS TO - 2330s Deflector Reliability
[T3] 2320s Dish Construction
PREREQS - 2310s Navigational Deflectors 2320s Dish Construction
For stopping things that could give you a bad day at high speed
0 / 45 Navigational Deflector Construction III (Gain +1 to Shld-T against interstellar phenomena) *
Exotic Material Efficiency II
Compact Deflector Design I
* = e.g., Ion Storms.
LEADS TO - Next-Gen Main Deflectors
[T3] 2320s Navigational Deflectors
PREREQS - 2310s Navigational Deflectors 2320s Navigational Deflectors
For stopping things that could give you a bad day at high speed
PREREQS - 2320s Deflector Emitters 2330s Emitter Materials
Design and research on the physical construction of deflector emitter and waveguide nodes.
0 / 35
Emitter Simplification III
Emitter Materials I
[Unlocks low-SR variants of T3 Deflector Shields]
[If T4 Deflector Shields are unlocked, will unlock low SR variants]
[T4] 2330s Shield Geometry
PREREQS - Shield Regeneration Project, 2320s Deflector Shields 2330s Shield Geometry
Design and research on the field properties of deflector shields.
0 / 50
Shield Geometry II (+2% to Evasion)
Shield Regeneration IV (+2% to Shield Regeneration)
LEADS TO - 2340s Deflector Shields
[T4] 2330s Deflector Absorption
PREREQS - 2320s Deflector Shields 2330s Deflector Absorption
Design and research on the field properties of deflector shields.
0 / 70
Core Shields IV (reduce Shield power requirements by 2%)
Graviton Reabsorption I (reduce Defence requirement by 3%)
Stellar Filtering II (+1 to Shield Rolls against Stellar events)
[Unlock T4 Deflector Shield Parts with Next-Gen Emitters]
LEADS TO - 2340s Deflector Shields
[T4] 2330s Deflector Reliability
PREREQS - 2320s Deflector Shields 2330s Deflector Reliability
Design and research on the field properties of deflector shields.
0 / 50
Deflector Reliability I (halve Shield repair time in case of subsystem damage)
Coolant Systems I (-1% to shield burnthrough chance)
LEADS TO - 2340s Deflector Shields
[T4] 2330s Navigational Shaping
PREREQS - 2320s Navigational Deflectors 2330s Navigational Shaping
For stopping things that could give you a bad day at high speed
0 / 70
(Navigational Deflector Efficiency IV)
(Emitter Designs III)
Emitter Redundancy III (+1 reliability for Defence)
[Unlock T4 Prototype Navigational Deflectors]
LEADS TO - Next-Generation Main Deflector
[T5] 2340s Deflector Shields
PREREQS - 2330s Shield Geometry, 2330s Deflector Absorption, 2330s Deflector Reliability 2340s Deflector Shields
Design and research on the field properties of deflector shields.
0 / 95
Toyama Shield Pattern (Shield Geometry III) (+2 to Damage Evasion Attempts)
Exotic Particle Recycling (Shield Regeneration V)
Mark-VII Deflector Shield Family (Core Shields V) (reduce Shield power requirements by 2%)
Graviton Reabsorption II
Stellar Filtering III (+1 to Shield Rolls against Stellar
Deflector Reliability II
Coolant Systems II
[Unlock T5 Deflector Shields]
[T5] Next-Gen Main Deflectors
PREREQS - 2330s Navigational Shaping, 2320s Dish Construction Next-Gen Main Deflectors
For stopping things that could give you a bad day at high speed
0 / 95
Navigational Deflector Construction IV (Reduce Defence weight requirements by 2%)
Exotic Material Efficiency III (improve Weight:SR ratio of Defence)
Compact Deflector Design II (Escort Defence Weight/Power reduced by -2%, reliability -1)
Navigational Deflector Efficiency V (reduce Defence power requirements by 2%)
Emitter Designs IV (-2% to Defence Weight)
Emitter Redundancy IV (+1 reliability for Defence)
[Unlock T5 Nav Deflectors]
Communications
[T1] ToC Communications
ToC Communications
Technology for facilitating other than face to face communication.
20 / 20 Long Range Subspace Comms I (Lead to roll bonus for Distress Call and Diplomacy missions)
20 / 20 Fleet Comms I (Give a 1% bonus to Federation Combat values in multi-ship battles)
20 / 20 Research Net I (Gain +5 RP/year)
20 / 20 Subspace Communications Intercepts I (Improve Intelligence Gathering)
LEADS TO - 2310s Message Networking
LEADS TO - 2310s Communications
LEADS TO - 2310s Message Security
[T2] 2310s Message Networking
PREREQS - ToC Communications 2310s Networking
Technology for enabling people to work together.
40 / 40 DataNet 2.0 (Research Net II) (Gain +5 RP/year)
40 / 40 Regional DataNet (Colony Research Net I) (Research Colonies cost -1 pp)
LEADS TO - 2320s Federation Datanet
LEADS TO - 2320s Colony Datanets
[T2] 2310s Communications
PREREQS - ToC Communications 2310s Comms
Technology for facilitating other than face to face communication.
40 / 40 Higgs Dampening Comm Filter (Long Range Subspace Comms II) (Gain +1 to all Distress Call and Diplomacy missions)
40 / 40 SFT-10 Fleet Comm System (Fleet Comms II) (Give a 2% bonus to Federation Combat values in multi-ship battles)
LEADS TO - 2320s LR Comms
LEADS TO - 2320s Fleet Comms
[T2] 2310s Message Security
PREREQS - ToC Communications 2310s Message Security
Technology for looking into other people's messages, or stopping them from looking into yours.
40 / 40 Centi-Cochrane Band Antenna (Subspace Communications Intercepts II) (Allow deployment of Improved Listening Posts) 20 / 20 Subspace Communications Encryption I (Improve Information Security)
20 / 20 Subspace Communications Decryption I (Improve Intelligence Phase Information)
LEADS TO - 2320s Fleet Comms
LEADS TO - 2320s Encryption
LEADS TO - 2320s Decryption
LEADS TO - 2320s Signal Intercepts
[T3] 2320s Federation Datanet
PREREQS - 2310s Message Security 2320s Federation Datanet
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 50
Federation DataNet 3.0 (Research Net III) (Gain +5 RP/year)
Public Outreach I (1 Non-Affiliate at Random gets a Diplomatic Push)
LEADS TO - 2330s Federation Datanet
LEADS TO - 2330s Affiliate Datanet
[T3] 2320s Colony Datanets
PREREQS - 2310s Message Networking 2320s Colony Datanets
Technology for enabling people to work together.
60 / 60 Regional DataNet (Colony Research Net II) (All Mining/Research Colonies generate +1 Rp)
40 / 40 Colony Network I (Affiliate Diplomatic Rolls gain +1)
LEADS TO - 2330s Affiliate Datanet
[T3] 2320s LR Comms
PREREQS - 2310s Communications 2320s LR Comms
Technology for facilitating other than face to face communication.
60 / 60 Long Range Subspace Comms III (+1 to Response Rolls)
60 / 60 Emergency Network I (Increase Distress Call Event Rate)
LEADS TO - 2330s Affiliate Datanet
LEADS TO - 2330s LR Comms
LEADS TO - 2330s Emergency Network
[T3] 2320s Fleet Comms
PREREQS - 2310s Communications, 2310s Message Security 2320s Fleet Comms
Technology for looking into other people's messages, or stopping them from looking into yours.
10 / 50
Fleet Comms III (+1 to ships that can respond to an incident)
Tactical Net I (+1% to Fleet Combat Attack Values)
LEADS TO - 2330s Fleet Comms
[T3] 2320s Encryption
PREREQS - 2310s Message Security 2320s Encryption
Technology for looking into other people's messages, or stopping them from looking into yours.
40 / 40 Subspace Communications Encryption II (Improve Information Security)
40 / 40 Encryption Theory I (Necessary to Progress)
40 / 40 Starfleet Encryption I (Needed for 2330s Fleet Comms)
LEADS TO - 2330s Fleet Comms
LEADS TO - 2330s Encryption
LEADS TO - 2330s Cryptography Theory
[T3] 2320s Decryption
PREREQS - 2310s Message Security 2320s Decryption
Technology for looking into other people's messages, or stopping them from looking into yours.
40 / 40 Subspace Communications Decryption II (Improve Intelligence Phase Information)
40 / 40 Decryption Theory I (Needed to Progress)
40 / 40 System Adaption I (Get Intel reports on new powers sooner)
LEADS TO - 2330s Cryptography Theory
LEADS TO - 2330s Decryption
[T3] 2320s Signal Intercepts - COMPLETE
PREREQS - 2310s Message Security 2320s Signal Intercepts
Technology for looking into other people's messages, or stopping them from looking into yours.
60 / 60 Deci-Cochrane Band Antenna (Subspace Communications Intercepts III) (Projects to Increase Events in Zones available)
40 / 40 Listening Post I (Border Zone projects become available)
LEADS TO - 2330s Signal Intercepts
LEADS TO - 2330s Listening Posts
[T4] 2330s Federation Datanet
PREREQS - 2320s Federation Datanet 2330s Federation Datanet
Technology for looking into other people's messages, or stopping them from looking into yours.
26 / 70
Federation DataNet 3.5 (Research Net IV) (Gain +5 RP/year)
Public Outreach I (1 Non-Affiliate at Random gets a Diplomatic Push)
LEADS TO - 2340s Federation Datanet
LEADS TO - 2340s Affiliate Datanet
[T4] 2330s Affiliate Datanet
PREREQS - 2320s Colony Datanets, 2320s Federation Datanet, 2320s LR Comms 2330s Affiliate Datanet
Technology for enabling people to work together.
0 / 70
Affiliate DataNet (Colony Research Net III) (+2 RP per Affiliate)
Colony Network II (Affiliate Diplomatic Rolls gain +1)
LEADS TO - 2340s Affiliate Datanet
[T4] 2330s LR Comms
PREREQS - 2320s LR Comms 2330s LR Comms
Technology for facilitating other than face to face communication.
0 / 65
Long Range Subspace Comms IV (+1 to to Diplomatic Rolls)
LEADS TO - 2340s Affiliate Datanet
LEADS TO - 2340s LR Comms
[T4] 2330s Emergency Network
PREREQS - 2320s LR Comms 2330s Emergency Network
Technology for facilitating other than face to face communication.
62 / 65
Emergency Network II (Re-Roll Response if no ships pass)
LEADS TO - 2340s Emergency Network
[T4] 2330s Fleet Comms
PREREQS - 2320s Fleet Comms, 2320s Encryption 2330s Fleet Comms
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 50
Fleet Comms IV (-1 to turns required to flee a Fleet Battle, -2 during a general retreat)
Tactical Net II (+1% to Fleet Combat Values)
LEADS TO - 2340s Fleet Comms
[T4] 2330s Encryption
PREREQS - 2320s Encryption 2330s Encryption
Technology for looking into other people's messages, or stopping them from looking into yours.
11 / 50
Subspace Communications Encryption III (Improve Information Security)
Starfleet Encryption II (Needed for 2340s Fleet Comms)
LEADS TO - 2340s Fleet Comms
LEADS TO - 2340s Encryption
[T4] 2330s Cryptography Theory
PREREQS - 2320s Encryption, 2320s Decryption 2330s Cryptography Theory
Descrip
10 / 50
Encryption Theory II (Necessary to Progress)
Decryption Theory II (Needed to Progress)
LEADS TO - 2340s Encryption
LEADS TO - 2340s Decryption
[T4] 2330s Decryption
PREREQS - 2320s Decryption 2330s Decryption
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 50
Subspace Communications Decryption III (Improve Intelligence Phase Information)
System Adaption II (Get Intel reports on new powers sooner)
LEADS TO - 2340s Decryption
[T4] 2330s Signal Intercepts
PREREQS - 2320s Signal Intercepts 2330s Signal Intercepts
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 60
Deci-Cochrane Band Antenna (Subspace Communications Intercepts IV) (Projects to Increase Events in Zones available)
LEADS TO - 300kt Intel Module
LEADS TO - 2340s Listening Posts
[T4] 2330s Listening Posts
PREREQS - 2320s Signal Intercepts 2330s Listening Posts
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 45
Listening Post II (Can more reliabily beat counter-intel)
LEADS TO - 2340s Listening Posts
[T5] 2340s Federation Datanet
PREREQS - 2330s Federation Datanet 2340s Federation Datanet
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 85
Federation DataNet 4.0 (Research Net V) (Gain +5 RP/year)
Public Outreach II (1 Non-Affiliate at Random gets a Diplomatic Push)
[T5] 2340s Affiliate Datanet
PREREQS - 2330s Affiliate Datanet, 2330s Federation Datanet, 2330s LR Comms 2340s Affiliate Datanet
Technology for enabling people to work together.
0 / 85
Affiliate DataNet (Colony Research Net IV) (+2 RP per Affiliate)
Colony Network III (Affiliate Diplomatic Rolls gain +1)
[T5] 2340s LR Comms
PREREQS - 2330s LR Comms 2340s LR Comms
Technology for facilitating other than face to face communication.
0 / 80
Long Range Subspace Comms V (+1 to to Diplomatic Rolls)
[T5] 2340s Emergency Network
PREREQS - 2330s LR Comms 2340s Emergency Network
Technology for facilitating other than face to face communication.
0 / 80
Emergency Network III (+1 to Escort/Cruiser Response Rolls)
[T5] 2340s Fleet Comms
PREREQS - 2330s Fleet Comms, 2330s Encryption 2340s Fleet Comms
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 70
Fleet Comms V (-1 to turns required to flee a Fleet Battle)
Tactical Net III (+2% to Fleet Combat Values)
LEADS TO - 2340s Fleet Comms
[T5] 2340s Encryption
PREREQS - 2330s Encryption, 2330s Cryptographic Theory 2340s Encryption
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 75
Subspace Communications Encryption IV (Improve Information Security)
Starfleet Encryption III (Needed to progress)
Encryption Theory III (Necessary to Progress)
[T5] 2340s Decryption
PREREQS - 2330s Decryption, 2330s Cryptographic Theory 2340s Decryption
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 70
Subspace Communications Decryption IV (Improve Intelligence Phase Information)
System Adaption III (Get Intel reports on new powers sooner)
[T5] 300kt Intel Module
PREREQS - 2330s Signal Intercepts 300kt Intel Module
Mobile intel-gathering platforms
PREREQS - 2330s Signal Intercepts 2340s Listening Posts
Technology for looking into other people's messages, or stopping them from looking into yours.
0 / 60
Listening Post III (Can more reliabily beat counter-intel)
Mineral Technology
[T1] ToC Mineral Technology
ToC Mineral Technology
For locating and exploiting mineral deposits.
20 / 20 High Velocity Conveyor Lines (Bulk Resource Extraction I) (+5br on Resource Extraction missions)
20 / 20 Material Quality Focus (Bulk Resource Identification I) (+ 1 to Rolls on Resource Extraction missions)
20 / 20 Chem-Catalyst Smelting Process (Bulk Refining Techniques I) (+5 to Mining Colony annual production)
20 / 20 Radiation-Resistant Handling Machinery (Special Resource Extraction I) (+5sr on Resource Extraction missions)
20 / 20 Improvisational Extraction Mindset (Special Resource Identification I) (+ 1 to Rolls on Resource Extraction Missions)
20 / 20 Radiation-Resistant Processors (Special Refining Techniques I) (+5 to Mining Colony annual production)
LEADS TO - 2310s Bulk Resources
LEADS TO - 2310s Special Resources
[T2] 2310s Bulk Resources
PREREQS - ToC Mineral Technology 2310s Bulk Resources
For locating and exploiting bulk mineral deposits.
40 / 40 High Strength Tunnel Bracing (Bulk Resource Extraction II) (+5br on Resource Extraction missions)
40 / 40 Improved Salvage Procedures (Bulk Resource Identification II) (boost to BRs found on Resource Extraction missions)
40 / 40 Oxygen Exclusion Device (Bulk Refining Techniques II) (+5 to Mining Colony annual production)
LEADS TO - 2320s Bulk Mining
LEADS TO - 2320s Bulk Refining
LEADS TO - 2320s Bulk Surveying
[T2] 2310s Special Resources
PREREQS - ToC Mineral Technology 2310s Special Resources
For locating and exploiting special mineral deposits.
40 / 40 Special Resource Extraction III (+5sr on Resource Extraction missions)
40 / 40 Special Resource Identification III (boost to SRs found on Resource Extraction missions) 40 / 40 Special Refining Techniques II (+5 to Mining Colony annual production)
LEADS TO - 2320s Special Mining
LEADS TO - 2320s Special Refining
LEADS TO - 2320s Special Surveying
[T3] 2320s Bulk Mining
PREREQS - 2310s Bulk Resources 2320s Bulk Mining
Tools and techniques for faster extraction of bulk resources. Includes setting the exploratory and strategic agenda, to focus on such operations.
0 / 50
Drill Support Servomechanics (Bulk Resource Extraction III) (+5br on Resource Extraction missions)
Bulk Resource Priority I (Increase Mapping Mission Chance in Home Sectors)
LEADS TO - 2330s Bulk Mining
[T3] 2320s Bulk Refining
PREREQS - 2310s Bulk Resources 2320s Bulk Refining
For efficiently, safely processing bulk materials. This requires rugged, durable equipment and high-capacity processing facilities.
5 / 50
Tritanium-Capable Induction Furnace (Bulk Refining Techniques III) (+5 to Mining Colony annual production)
High-Versatility MIning Equipment (Bulk Colony Survey I) (Increase chance of a site being colony-capable)
LEADS TO - 2330s Bulk Refining
[T3] 2320s Bulk Surveying
PREREQS - 2310s Bulk Resources 2320s Bulk Surveying
For detecting deposits of bulk materials, and gathering them onto a starship.
0 / 50
Ship-Portable Refining Equipment (Bulk Resource Identification III) (boost to BRs found on Resource Extraction missions)
Straak Pattern Predictive Survey Heuristics (Bulk Tagging I) (Non-Explorers Gain +1 to Mapping Missions)
LEADS TO - 2330s Bulk Surveying
[T3] 2320s Special Mining
PREREQS - 2310s Special Resources 2320s Special Mining
Tools and techniques for faster extraction of special resources. Includes setting the exploratory and strategic agenda, to focus on such operations.
0 / 50
Shielded Mining Rigs (Special Resource Extraction III) (+5sr on Resource Extraction missions)
Special Resource Priority I (Increase Mapping Mission Chance in Home Sectors)
LEADS TO - 2330s Special Mining
[T3] 2320s Special Refining - COMPLETE
PREREQS - 2310s Special Resources 2320s Special Refining
For efficiently, safely processing special materials. This can require special tools and protection against exotic radiation.
60 / 60 Dissociative Wave Purification (Special Refining Techniques III) (+5 to Mining Colony annual production)
60 / 60 Hardened Facility Pattern Enhancers (Special Colony Survey I) (Increase chance of a site being colony-capable)
LEADS TO - 2330s Special Refining
[T3] 2320s Special Surveying
PREREQS - 2310s Special Resources 2320s Special Surveying
For detecting deposits of exotic or special materials, and gathering them onto a starship.
50 / 50
Multirole Radiation-Safe Containers (Special Resource Identification III) (boost to SRs found on Resource Extraction missions)
Uprated Exotic-Physics Detector Suite (Special Tagging I) (Non-Explorers Gain +1 to Mapping Missions)
LEADS TO - 2330s Special Surveying
[T4] 2330s Bulk Mining
PREREQS - 2320s Bulk Resources 2330s Bulk Mining
Tools and techniques for faster extraction of bulk resources. Includes setting the exploratory and strategic agenda, to focus on such operations.
0 / 70
Wear-Resistant Cutting Tools (Bulk Resource Extraction IV) (+5br on Resource Extraction missions)
Bulk Resource Priority II (Increase Mapping Mission Chance in Home Sectors)
LEADS TO - 2340s Bulk Mining
[T4] 2330s Bulk Refining
PREREQS - 2320s Bulk Resources 2330s Bulk Refining
For efficiently, safely processing bulk materials. This requires rugged, durable equipment and high-capacity processing facilities.
0 / 70
Gravitic Nullifier (Bulk Refining Techniques IV) (+5 to Mining Colony annual production)
Custom Hazard-Resistant Modifications (Bulk Colony Survey II) (Increase chance of a site being colony-capable)
LEADS TO - 2340s Bulk Refining
[T4] 2330s Bulk Surveying
PREREQS - 2320s Bulk Resources 2330s Bulk Surveying
For detecting deposits of bulk materials, and gathering them onto a starship.
0 / 70
High Capacity Material Containers (Bulk Resource Identification IV) (boost to BRs found on Resource Extraction missions)
Ground Penetrating Spectroscopy (Bulk Tagging II) (Non-Explorers Gain +1 to Mapping Missions)
LEADS TO - 2340s Bulk Surveying
[T4] 2330s Special Mining
PREREQS - 2320s Special Resources 2330s Special Mining
Tools and techniques for faster extraction of special resources. Includes setting the exploratory and strategic agenda, to focus on such operations.
0 / 70
Minimum-Vibration Cutting Tools (Special Resource Extraction IV) (+5sr on Resource Extraction missions)
Special Resource Priority II (Increase Mapping Mission Chance in Home Sectors)
LEADS TO - 2340s Special Mining
[T4] 2330s Special Refining
PREREQS - 2320s Special Resources 2330s Special Refining
For efficiently, safely processing special materials. This can require special tools and protection against exotic radiation.
70 / 70
Non-Degrading Machine Tools (Special Refining Techniques IV) (+5 to Mining Colony annual production)
Anti-Rad Treated Prefabricated Shelters (Special Colony Survey II) (Increase chance of a site being colony-capable)
LEADS TO - 2340s Special Refining
[T4] 2330s Special Surveying
PREREQS - 2320s Special Resources 2330s Special Surveying
For detecting deposits of exotic or special materials, and gathering them onto a starship.
0 / 70
Shuttle Loading Protocols (Special Resource Identification IV) (boost to SRs found on Resource Extraction missions)
Zaardmani Radiation Scan Calibration (Special Tagging II) (Non-Explorers Gain +1 to Mapping Missions)
LEADS TO - 2340s Special Surveying
[T5] 2340s Bulk Mining
PREREQS - 2330s Bulk Resources 2340s Bulk Mining
Tools and techniques for faster extraction of bulk resources. Includes setting the exploratory and strategic agenda, to focus on such operations.
0 / 90
Transporter-Emplaced Charges (Bulk Resource Extraction V) (+5br on Resource Extraction missions)
(Bulk Resource Priority III) (Increase Mapping Mission Chance in Home Sectors)
LEADS TO - 2350s Bulk Mining
[T5] 2340s Bulk Refining
PREREQS - 2330s Bulk Resources 2340s Bulk Refining
For efficiently, safely processing bulk materials. This requires rugged, durable equipment and high-capacity processing facilities.
0 / 90
Transporter Molecular Sifting Process (Bulk Refining Techniques V) (+5 to Mining Colony annual production)
Spare Part Replicator Catalog (Bulk Colony Survey III) (Increase chance of a site being colony-capable)
LEADS TO - 2350s Bulk Refining
[T5] 2340s Bulk Surveying
PREREQS - 2330s Bulk Resources 2340s Bulk Surveying
For detecting deposits of bulk materials, and gathering them onto a starship.
0 / 90
Volumetric-Intensive Beamup Procedure (Bulk Resource Identification V) (boost to BRs found on Resource Extraction missions)
Transporter-Tracer Analytic Technique (Bulk Tagging III) (Non-Explorers Gain +1 to Mapping Missions)
LEADS TO - 2350s Bulk Surveying
[T5] 2340s Special Mining
PREREQS - 2330s Special Resources 2340s Special Mining
Tools and techniques for faster extraction of special resources. Includes setting the exploratory and strategic agenda, to focus on such operations.
0 / 90
Pseudocrystal Structure Scanners (Special Resource Extraction V) (+5sr on Resource Extraction missions)
Special Resource Priority III (Increase Mapping Mission Chance in Home Sectors)
LEADS TO - 2350s Special Mining
[T5] 2340s Special Refining
PREREQS - 2330s Special Resources 2340s Special Refining
For efficiently, safely processing special materials. This can require special tools and protection against exotic radiation.
0 / 90
Subspace Induction Furnace (Special Refining Techniques V) (+5 to Mining Colony annual production)
Modular Shielded Mine Installations (Special Colony Survey III) (Increase chance of a site being colony-capable)
LEADS TO - 2350s Special Refining
[T5] 2340s Special Surveying
PREREQS - 2330s Special Resources 2340s Special Surveying
For detecting deposits of exotic or special materials, and gathering them onto a starship.
0 / 90
Shipboard Pretreatment Equipment (Special Resource Identification V) (boost to SRs found on Resource Extraction missions)
Subspace Deposit Tomography (Special Tagging III) (Non-Explorers Gain +1 to Mapping Missions)
LEADS TO - 2350s Special Surveying
Xenopsychology
[T1] Early Xenopsychology
Early Xenopsychology
The first steps to fostering cross-cultural understanding. Not just with outside powers, but within the Federation.
20 / 20 Xeno Architecture I (2% Weight/Power Savings for Presence)
20 / 20 Recruiting Campaign I (Increase Academy intake from Federation Affiliates to 0.05 each)
20 / 20 Diplomatic Analysis I (Improve the Annual Diplomacy Rolls)
20 / 20 Universal Translator II (Improve First Contact Scenarios)
[Unlock T0 Diplomacy Packages]
LEADS TO - 2310s Xenopsychology
[T2] 2300s Xenopsychology
PREREQS - 2310s Xenopsychology
2300s Xenopsychology
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
40 / 40 Xeno Architecture II (2% weight/power savings for Presence) [5 Overflow]
40 / 40 Recruiting Campaign II (Increase Academy intake from Federation Affiliates to 0.1 each)
40 / 40 Diplomatic Analysis II (Improve the Annual Diplomacy Rolls) [5 Overflow]
30 / 30 Universal Translator III (+1 to Presence tests for non-Explorer Corps ships when in First Contact)
40 / 40 First Contact Protocols II (+1 to attempts by non-Explorer Corps ships at First Contact encounters)
20 / 20 Presence Reliability Research I (Presence Reliability improved by 2) [8 Overflow]
[Unlock T1 Diplomacy Packages]
LEADS TO - 2310s Diplomacy
LEADS TO - 2310s Xenopsychology
LEADS TO - 2310s Affiliates Research
[T2] 2310s Diplomacy
PREREQS - 2300s Xenopsychology 2310s Diplomacy
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
60 / 60 Universal Translator IV (Nothing yet)
80 / 80 Extended Diplomatic Reach I (Apply an Annual Roll for a Random Non-Affiliate with Positive Relations)
60 / 60 Extended Profiles I (+1 to all Diplomatic Rolls)
LEADS TO - 2320s Diplomacy
[T2] 2310s Xenopsychology
PREREQS - 2300s Xenopsychology 2310s Xenopsychology
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
60 / 60 Xeno Architecture III
60 / 60 First Contact Protocals III (+1 to attempts by non-Explorer Corps ships at First Contact encounters)
40 / 40 Presence Reliability Research II (+2 to Presence Reliability)
60 / 60 Unified Theory I (Leads to further tech)
60 / 60 Psych Mapping I (Leads to further tech)
[Unlock T2 Diplomacy Packages]
LEADS TO - 2320s Xenoarchitecture
LEADS TO - 2320s Xenopsychology
[T2] 2310s Affiliates Research
PREREQS - 2300s Xenopsychology 2310s Affiliates Research
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
60 / 60 Recruiting Campaign III (Increase Academy intake from Federation Affiliates to 0.15 each)
60 / 60 Diplomatic Analysis III (+2 to the -Annual- Diplomacy Rolls)
60 / 60 Public Media I (Leads to further tech)
[Unlocks T1 Recreation Parts]
LEADS TO - 2320s Affiliates Research
[T3] 2320s Diplomacy
PREREQS - 2310s Diplomacy 2320s Diplomacy
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
80 / 80 Universal Translator V (+10 to Starting Relations in First Contact situations)
100 / 100 Extended Diplomatic Reach II (Apply an Annual Roll for three Random Non-Affiliates with Positive Relations)
80 / 80 Extended Profiles II (+1 to all Diplomatic Rolls)
60 / 60 Active Diplomacy I (+2 to results of Diplomatic Pushes)
LEADS TO - 2330s Active Diplomacy
LEADS TO - 2330s Passive Diplomacy
LEADS TO - Unified Psychological Model
[T3] 2320s Xenopsychology
PREREQS - 2310s Xenopsychology 2320s Xenopsychology
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
30 / 75
First Contact Protocals IV (+10 to starting relations with First Contact, 5% chance to Affiliate)
Unified Theory I (Leads to further tech)
Psych Mapping I (Leads to further tech)
LEADS TO - 2330s Federation Public Media
LEADS TO - Unified Psychological Model
[T3] 2320s Xenoarchitecture
PREREQS - 2310s Xenopsychology 2320s Xenoarchitecture
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
24 / 70
Xeno Architecture IV
Presence Reliability Research III (Gain +2 to Presence Reliability)
[Unlocks T2 Diplomatic Packages]
LEADS TO - Unified Psychological Model
[T3] 2320s Affiliates Research
PREREQS - 2310s Affiliates Research 2320s Affiliates Research
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
80 / 80 Recruiting Campaign IV (Increase Academy intake from Federation Affiliates to 0.2 each)
80 / 80 Diplomatic Analysis IV (+2 to the -Annual- Diplomacy Rolls)
60 / 60 Affiliate Links I (Gain 1 Free Diplomatic Push Each Turn)
80 / 80 Public Media II (Leads to further tech)
[Unlocks T2 Recreation Parts]
LEADS TO - 2330s Affiliates Research
LEADS TO - 2330s Federation Public Media
[T4] 2330s Active Diplomacy
PREREQS - 2320s Diplomacy 2330s Active Diplomacy
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
0 / 90
Universal Translator VI (+5 to Starting Relations in First Contact situations)
Extended Profiles III (+1 to all Diplomatic Rolls)
Active Diplomacy I (+2 to results of Diplomatic Pushes)
LEADS TO - 2340s Diplomatic Outreach
[T4] 2330s Passive Diplomacy
PREREQS - 2320s Diplomacy 2330s Passive Diplomacy
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
55 / 105
Extended Diplomatic Reach III (Apply an Annual Roll for five Random Non-Affiliates with Positive Relations)
Passive Diplomacy I (Non-Affiliate Diplomatic Pushes are calculated in Q2 and Q4, with quarter-bonus)
LEADS TO - 2340s Passive Diplomacy
[T4] Unified Psychological Model
PREREQS - 2320s Diplomacy, 2320s Xenoarchitecture, 2320s Xenopsychology Unified Psychological Model
A new way of thinking about cross-cultural psychology, enabling Federation scientists to adapt quickly to new species.
0 / 90
First Contact Protocals V (+5 to starting relations with First Contact, 5% chance to Affiliate)
Unified Theory II (Integration mark becomes 250, full membership 400)
Xeno Architecture V (2% weight/power savings for Presence)
Presence Reliability Research IV (Gain +2 to Presence Reliability)
[Unlocks T3 Diplomacy Packages]
LEADS TO - 2340s Diplomatic Outreach
LEADS TO - 2340s Federation Public Media
[T4] 2330s Federation Public Media
PREREQS - 2320s Xenopsychology 2330s Federation Public Media
The state-run media systems of the Federation represent a powerful tool for outreach.
0 / 80
Psych Mapping II (+1 Free Diplomatic Posture Report)
Public Media II (Max Diplomatic Pushes increased to 5)
LEADS TO - 2340s Federation Public Media
LEADS TO - 2340s Passive Diplomacy
[T4] 2330s Affiliates Research
PREREQS - 2320s Affiliates Research 2330s Affiliates Research
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
3 / 90
Recruiting Campaign V (Increase Academy intake from Federation Affiliates to 0.25 each)
Diplomatic Analysis V (+2 to the -Annual- Diplomacy Rolls)
Affiliate Links II (Gain 1 Free Diplomatic Push Each Turn)
[Unlocks T3 Recreation Parts]
LEADS TO - 2340s Affiliates Research
[T5] 2340s Diplomatic Outreach
PREREQS - 2330s Active Diplomacy, Unified Psychological Model 2340s Diplomatic Outreach
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
0 / 105
Universal Translator VII (+5 to Starting Relations in First Contact situations)
First Contact Protocals VI (+5 to starting relations with First Contact, 10% chance to Affiliate)
Extended Profiles IV (+1 to all Diplomatic Rolls)
Active Diplomacy II (+2 to results of Diplomatic Pushes)
[T5] 2340s Passive Diplomacy
PREREQS - 2330s Passive Diplomacy, 2330s Federation Public Media 2340s Passive Diplomacy
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
0 / 115
Extended Diplomatic Reach IV (Apply an Annual Roll for all Non-Affiliates with Positive Relations)
Passive Diplomacy II (Non-Affiliate Diplomatic Pushes are calculated in Q2 and Q4, with half-bonus)
[T5] 2340s Federation Public Media
PREREQS - 2330s Federation Public Media 2340s Federation Public Media
The state-run media systems of the Federation represent a powerful tool for outreach.
0 / 110
Psych Mapping III (+1 Free Diplomatic Posture Report)
Public Media III (Max Diplomatic Pushes increased to 6)
Xeno Architecture VI (2% weight/power savings for Presence)
Presence Reliability Research V (Gain +2 to Presence Reliability)
[Unlocks T4 Diplomatic Packages\
[T5] 2340s Affiliates Research
PREREQS - 2330s Affiliates Research 2340s Affiliates Research
For deepening cross-cultural understanding. Not just with outside powers, but within the Federation.
0 / 105
Recruiting Campaign VI (Increase Academy intake from Federation Affiliates to 0.3 each)
Diplomatic Analysis VI (+2 to the -Annual- Diplomacy Rolls)
Affiliate Links III (+4 to Annual Diplomatic Roll for Affiliates)
[Unlocks T4 Recreation Packages]
Medical
[T1] ToC Medical
Turn of the Century Medical
For healing up the end results of those things that go pew and/or bang.
PREREQS - 2310s Trauma Medicine 2320s Field Medicine
For rapid response to medical emergencies on the ground.
25 / 35
Broad Spectrum Hypospray (Improve results for various Distress Call missions)
Shipboard Deployable Hospital (+1 to any event involving mass casualties, gain pp from these events)
LEADS TO - 2330s Emergency Relief
[T3] 2320s Multi-Species Care
PREREQS - 2310s Intensive Care 2320s Multi-Species Care
For treating the Federation's diverse member species more effectively. Includes infectious disease research.
80 / 80 Automated Contingent-Logic Bioscan (Medical Sensors II) (+1 to Science Rolls regarding new sapient creatures)
60 / 60 Pan-Species Care Protocol Handbook (Multi-Species Doctrine I) (+0.05 to recruitment per Affiliates)
40 / 40 Type-2 Medical Tricorder (Away Team Medical Scanner II) (Improve results for various Distress Call missions)
60 / 60 Amended McCoy-Park Protocol (Infectious Diseases Lab III) (Improve Plague handling rolls)
[Required for T3 Science Labs]
LEADS TO - 2330s Multi-Species Care
LEADS TO - 2330s Emergency Relief
[T3] 2320s Preventative Care
PREREQS - 2310s Intensive Care 2320s Preventative Care
For ensuring the health and welfare of Starfleet personnel. Includes convalescence facilities and recovery from long-term conditions.
40 / 40 Melanthriss Physical Therapy Protocol (Rehabilitation I) (+.25 to all standard Recruitment categories from recovered crew)
40 / 40 Noel-Lurs Diagnostic Guide (Mental Care I) (+.25 to all standard Recruitment categories from better retention)
40 / 40 Sterile Field Generators (Sickbay Expansions I) (+2 to Hull/Survival rolls made during botched plague rolls)
LEADS TO - 2330s Preventative Care
LEADS TO - 2330s Long-Term Care
[T3] 2320s Radiation Therapy
PREREQS - 2310s Intensive Care 2320s Radiation Therapy
Specific treatments and equipment for radiation sickness, including exotic radiation.
60 / 60
Chelok-Gar Method Antiradiation Therapy (Radiation Treatment III) (Improve Crew Survival Rolls in Warp Core Breaches or some Science Mission mishaps)
LEADS TO - 2330s Radiation Analysis
[T4] 2330s Trauma Medicine
PREREQS - 2320s Trauma Medicine
2330s Trauma Medicine
For healing up the end results of those things that go pew and/or bang.
LEADS TO - 2340s Trauma Medicine
LEADS TO - 2340s Emergency Relief
[T4] 2330s Emergency Relief
PREREQS - 2320s Field Medicine, 2320s Multi-Species Care 2330s Emergency Relief
For rapid response to medical emergencies on the ground.
0 / 45
Tricorder First Aid Assistant Program (Away Team Medical Equipment III) (Improve results for various Distress Call missions)
Starfleet Physician Assistant Cross-Training (Field Hospital II) (+2 Response to any event involving mass casualties, gain pp from these events)
LEADS TO - 2330s Emergency Relief
[T4] 2330s Multi-Species Care
PREREQS - 2320s Multi-Species Care 2330s Multi-Species Care
For treating the Federation's diverse member species more effectively. Includes infectious disease research.
47 / 90
Improved Bioscan Heuristics (Medical Sensors III) (+1 to Science Rolls regarding new sapient creatures)
PSCP Handbook Supplements (Multi-Species Doctrine II) (+0.05 to recruitment per Affiliates)
Type-3 Medical Tricorder (Away Team Medical Scanner III) (Improve response rolls for various Distress Call missions)
T'Pirit Biohazard Protocol (Infectious Diseases Lab IV) (Improve Plague handling response rolls)
[Required for T4 Science Labs]
LEADS TO - 2340s Multi-Species Care
LEADS TO - 2340s Emergency Relief
[T4] 2330s Long-Term Care
PREREQS - 2320s Preventative Care 2330s Long-Term Care
Improvements in convalescent care for disabled Starfleet personnel.
0 / 40
Asurva-Melanthriss Physical Therapy Protocol (Rehabilitation II) (+.25 to all standard/explorer Recruitment categories from recovered crew )
LEADS TO - 2340s Long-Term Care
[T4] 2330s Preventative Care
PREREQS - 2320s Preventative Care 2330s Preventative Care
Covers advances in mental health care, and in disease containment aboard ship.
0 / 45
Projective Psychoanalytics (Mental Care II) (+.25 to all standard Recruitment categories from better retention)
Positive-Pressure Gradient Fields (Sickbay Expansions II) ( (+1 to Hull/Survival rolls made during botched plague rolls)
LEADS TO - 2340s Preventative Care
[T4] 2330s Radiation Analysis
PREREQS - 2320s Radiation Therapy 2330s Radiation Analysis
Specific treatments and equipment for radiation sickness.
0 / 60
Radioisotope Stabilization Field (Radiation Treatment IV) (+1 to Response Rolls to some radiation-related events)
LEADS TO - 2340s Preventative Care
[T5] 2340s Trauma Medicine
PREREQS - 2330s Trauma Medicine 2340s Trauma Medicine
For healing up the end results of those things that go pew and/or bang.
PREREQS - 2330s Emergency Relief, 2330s Multi-Species Care, 2330s Trauma Medicine 2340s Emergency Relief
For rapid response to medical emergencies on the ground.
0 / 70
Away Team Protoplaser Training (Away Team Medical Equipment IV) (Improve results for various Distress Call missions)
Mass Pharmaceutical Replication Protocols (Field Hospital III) (+2 Response to any event involving mass casualties, gain pp from these events)
[T5] 2340s Multi-Species Care
PREREQS - 2330s Multi-Species Care 2340s Multi-Species Care
For treating the Federation's diverse species more effectively. Includes infectious disease research.
0 / 110
Interpolative Heuristic Bioscan (Medical Sensors IV) (+1 to Science Rolls regarding new creatures)
PSCP Committee Outreach Program (Multi-Species Doctrine III) (+0.05 to recruitment per Affiliates)
Type-4 Medical Tricorder (Away Team Medical Scanner IV) (Improve response rolls for various Distress Call missions)
Quaice-T'Pirit Protocol (Infectious Diseases Lab V) (Improve Plague handling response rolls)
[Required for T5 Science Labs]
[T5] 2340s Long-Term Care
PREREQS - 2330s Long-Term Care 2340s Long-Term Care
Improvements in convalescent care for disabled Starfleet personnel.
0 / 80
Neuro-Immune Restorative Therapy (Rehabilitation III) (+.25 to all standard/explorer Recruitment categories from recovered crew )
[T5] 2340s Preventative Care
PREREQS - 2330s Preventative Care, 2330s Radiation Analysis 2340s Preventative Care
Covers advances in mental health care, and in disease containment aboard ship.
0 / 70
Psychotherapeutic Holography (Mental Care III) (+.25 to all standard Recruitment categories from better retention)
Ultrasonic Anti-Microbial Disintegrator (Sickbay Expansions III) (+1 to Hull/Survival rolls made during botched plague rolls)
LEADS TO - 2340s Preventative Care
Propulsion
[T1] ToC Propulsion
PREREQS - None ToC Propulsion
The science and mechanics of mobility in space.
20 / 20 Impulse Engine I
20 / 20 Warp Drive Engineering I
20 / 20 Endurance I
2340s Civilian Warp Systems
The science and mechanics of mobility in space.
0 / 95
Integrated Coils IV
Black Box Core III
Civilian Drive Assembly III
[Superfreighter construction time reduced by -2Qtr]
Forbidden Tech
Forbidden Tech
Forbidden Tech
Cloaks, subspace weapons, all sorts of fun stuff. The Federation Council is not letting you anywhere near this.
-- Unavailable --
Ulithi Biophage Research & Investigation
Ulith III Biophage
A highly infectious and destructive disease has broken out in two locations. Although there is a known vector for the Ulith III breakout, there is no known vector for the Korlonia II breakout that occurred a year later. 8 / 8 Re-examine the Ulith III site and USS Challorn sensor records for indications of how long the disease was dormant in the ice. 8 / 8 Re-examine the abandoned Korlonia II site and USS Kumari sensor records for indications of a possible vector
10 / 10 Perform full analysis of the properties of the Biophage.
6 / 12 Backtrack the course of the USS Cheron to determine if there is any connection. 4 / 4 Coordinate with Klingon Medical service for any similar reports.
4 / 4 Attempt to contact the Romulan Star Empire regarding similar reports.
20 / 20 Fully Examine the Dunwich IV colony site and review the gigaquads of sensor data pulled in.
Ship Design Tech
Ship Design - Escort
[T1] ToC Escort
ToC Escort
This is the technology base of the typical turn of the century escort, as is common in the galaxy around 2300.
10 / 10 Centaur-A Nacelle Mount (Escort Nacelle Design Improvements) (-5% to Nacelle Penalty on Escorts)
10 / 10 Light-Weight Torpedo Feed (Escort Combat Design I) (-1% to Escort stat weights)
10 / 10 Model 43 Streamline Anti-Matter Pod (Escort Reaction Design I) (-1% to Escort stat weights)
10 / 10 Escort Miranda Torpedo Roll Bar Design I (Free +1 Lvl to Reused Module Scale 0.5 Frame Weight, -2% Combat Power Req and -2% to Weight when a Module is present)
10 / 10 ONA Costs Directive 2307 (Escort Design Efficiency I) (-2% to SR Costs)
10 / 10 SRSM Array Type-3 (Escort Science Design I) (-1% to Escort stat weights)
10 / 10 Lwaxana Design Protocol '04 (Escort Presence Design I) (-1% to Escort stat weights)
10 / 10 Xurth-Pattern Armour Scheme (Escort Hull Design I) (-1% to Escort hull weight)
10 / 10 Type-VI-E Deflector Array (Escort Shield Design I) (-1% to Escort shield weight)
LEADS TO - 2310s Escort - Combat
LEADS TO - 2310s Escort - Science
LEADS TO - 2310s Escort - Engineering
[T2] 2310s Escort - Combat
PREREQS - ToC Escort 2310s Escort Combat Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
20 / 20 New Orleans-A Pattern Nacelle (Escort Nacelle Design Improvements II)
20 / 20 Type II Phaser Bank (Escort Combat Design II)
20 / 20 ToC Torpedo Room Design (Escort Torpedo Launcher II)
20 / 20 Improved Type-S EPS Magnetic Constrictor (Escort Reaction Design II)
20 / 20 Escort Miranda Torpedo Roll Bar Design II
[T2] 2310s Escort - Science
PREREQS - ToC Escort 2310s Escort Science Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
2310s Escort Engineering Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
20 / 20 Early Light-Weight Duranimum Alloy (Escort Hull Design II) (-1% to Escort hull weight)
20 / 20 Type-VII-E Deflector Array (Escort Shield Design I) (-1% to Escort shield weight)
10 / 10 ONA Standards Initiative (Escort Reliability Design I) (+1% to Escort Reliability)
10 / 10 Alpha-Pattern Close Interlocking Geometry (Escort Shield Geometry I)(-2% to Escort Shield power Use)
[T2] 1mt Escort Design
1mt Escort Design
For designing escorts that can go up to one million ton in weight.
60 / 60 Escort Size I (Scale 3.5 Escorts now allowed)
[T3] 2320s Escort - Combat
2320s Escort Combat Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
30 / 30
(Escort Nacelle Design Improvements III)
(Escort Combat Design III)
(Escort Torpedo Launcher III)
(Escort Reaction Design II)
(Escort Miranda Torpedo Roll Bar Design III)
[T3] 2320s Escort - Science
2320s Escort Science Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
2320s Escort Engineering Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
30 / 30 (Escort Hull Design III) (-1% to Escort hull weight)
30 / 30 (Escort Shield Design II) (-1% to Escort shield weight)
20 / 20 (Escort Reliability Design II) (+1% to Escort Reliability)
20 / 20 (Escort Shield Geometry II)(-2% to Escort Shield power Use)
[T3] 1mt Escort Design
1.2mt Escort Design
For designing escorts that can go up to one million ton in weight.
0 / 70
Escort Size II (Scale 4 Escorts now allowed)
[T4] 2330s Escort - Combat
2330s Escort Combat Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
0 / 35
(Escort Nacelle Design Improvements IV) (-2% to Nacelle Weight on Escorts)
(Escort Combat Design IV) (-1% to Escort stat weights)
(Escort Torpedo Launcher IV) (+1% to Combat Stat Weight, -3% to Combat Power Use)
(Escort Reaction Design III) (-1% to Escort stat weights)
(Escort Miranda Torpedo Roll Bar Design IV) (Free +1 Lvl to Reused Module Scale 0.5 Frame Weight, -2% Combat Power Req and -2% to Weight when a Module is present)
[T4] 2330s Escort - Science
2330s Escort Science Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
0 / 35
(Escort Design Efficiency IV) (-2% to SR Costs)
(Escort Presence Design IV) (-1% to Escort Presence weight)
(Escort Science Design IV) (-1% to Escort stat weights)
(Escort Warp Core Weight IV) (-2% Warp Core weight on Escorts)
(High-Efficiency EPS Conduit III) (-1% Science/Presence Power Use)
[T4] 2330s Escort - Engineering
2330s Escort Engineering Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
0 / 35
(Escort Hull Design IV) (-1% to Escort hull weight)
(Escort Shield Design III) (-1% to Escort shield weight)
(Escort Reliability Design III) (+1% to Escort Reliability)
(Escort Shield Geometry III)(-2% to Escort Shield power Use)
[T5] 2340s Escort - Combat
2340s Escort Combat Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
0 / 35
(Escort Nacelle Design Improvements V) (-2% to Nacelle Weight on Escorts)
(Escort Combat Design V) (-1% to Escort stat weights)
(Escort Reaction Design IV) (-1% to Escort stat weights)
(Escort Torpedo Launcher V) (+1% to Combat Stat Weight, -3% to Combat Power Use)
(Escort Miranda Torpedo Roll Bar Design V) (Free +1 Lvl to Reused Module Scale 0.5 Frame Weight, -2% Combat Power Req and -2% to Weight when a Module is present)
[T5] 2340s Escort - Science
2340s Escort Science Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
0 / 35
(Escort Design Efficiency V) (-2% to SR Costs)
(Escort Presence Design V) (-1% to Escort Presence weight)
(Escort Science Design V) (-1% to Escort stat weights)
(Escort Warp Core Weight V) (-2% Warp Core weight on Escorts)
(High-Efficiency EPS Conduit IV) (-1% Science/Presence Power Use)
[T5] 2340s Escort - Engineering
2340s Escort Engineering Package
For designing smaller, sub-1 million ton vessels. These are typically much more combat and defence oriented, and are often short on science and durability.
0 / 35
(Escort Hull Design V) (-1% to Escort hull weight)
(Escort Shield Design IV) (-1% to Escort shield weight)
(Escort Reliability Design IV) (+1% to Escort Reliability)
(Escort Shield Geometry IV)(-2% to Escort Shield power Use)
Ship Design - Cruiser
[T1] ToC Cruiser - COMPLETE
ToC Cruiser
This is the technology base of the typical turn of the century cruiser, as is common in the galaxy around 2300.
15 / 15 Cruiser Design Efficiency I (-2% to SR Costs)
15 / 15 Cruiser Science Design I (-1% to Cruisers stat weights)
15 / 15 Cruiser Presence Design I (-1% to Cruisers stat weights)
15 / 15 Cruiser Nacelle Design Improvements I (-2% to Nacelle Penalty on Cruisers)
15 / 15 Cruiser Combat Design I (-1% to Cruisers stat weights)
15 / 15 Cruiser Defence Design I (-1% to Cruisers stat weights)
15 / 15 Cruiser Hull Design I (-1% to Cruisers stat weights)
15 / 15 Cruiser Shield Design I (-1% to Cruisers stat weights)
15 / 15 Cruiser Reliability I (+1 Reliabilty)
[T2] 2310s Cruiser - Science - COMPLETE
2310s Cruiser Science Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
30 / 30
Cruiser Design Efficiency II
Cruiser Science Design II
Cruiser Presence Design II
Cruiser Module Design I
[T2] 2310s Cruiser - Combat - COMPLETE
2310s Cruiser Combat Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
30 / 30 Cruiser Nacelle Design Improvements II (-2% to Nacelle Penalty on Cruisers)
30 / 30 Cruiser Combat Design II (-1% to Cruisers stat weights)
30 / 30 Cruiser Defence Design II (-1% to Cruisers stat weights)
15 / 15 Cruiser Phaser Bank Capacitors I (+1 to Cruiser Combat Reliability)
[T2] 2310s Cruiser - Engineering - COMPLETE
2310s Cruiser Engineering Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
30 / 30 Cruiser Hull Design II
30 / 30 Cruiser Shield Design II
15 / 15 Cruiser Shield Geometry I
30 / 30 Cruiser Reliability II
[T2] 2,100kt Cruiser Design
2,100kt Cruiser Design
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will allow for cruisers up to Scale 7
22 / 80 Cruiser Size I (Allow Cruisers up to Scale 7)
[T3] 2320s Cruiser - Science
2320s Cruiser Science Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 40
Cruiser Design Efficiency III
Cruiser Science Design III
Cruiser Presence Design II
Cruiser Module Design II
[T3] 2320s Cruiser - Combat
2320s Cruiser Combat Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 40
Cruiser Nacelle Design Improvements III (-2% to Nacelle Penalty on Cruisers)
Cruiser Combat Design III (-1% to Cruisers stat weights)
Cruiser Defence Design III (-1% to Cruisers stat weights)
Cruiser Phaser Bank Capacitors II (+1 to Cruiser Combat Reliability)
[T3] 2320s Cruiser - Engineering
2320s Cruiser Engineering Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
30 / 40
Cruiser Hull Design III (-1% to Cruisers stat weights)
Cruiser Shield Design III (-1% to Cruiser stat weights)
Cruiser Shield Geometry II (-1% to Cruiser Shield Power Use)
Cruiser Reliability III (+1 Reliability)
[T3] 2,400kt Cruiser Design
2,400kt Cruiser Design
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will allow for cruisers up to Scale 7
0 / 105
Cruiser Size II (Allow Cruisers up to Scale 8)
[T4] 2330s Cruiser - Science
2330s Cruiser Science Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 55
Cruiser Design Efficiency IV (-2% to SR Costs)
Cruiser Science Design IV (-1% to Cruisers stat weights)
Cruiser Presence Design IV (-1% to Cruisers stat weights)
Cruiser Module Design III (-2% to Scale 1 Module Frame Weight)
[T4] 2330s Cruiser - Combat
2330s Cruiser Combat Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 55
Cruiser Nacelle Design Improvements III (-2% to Nacelle Penalty on Cruisers)
Cruiser Combat Design III (-1% to Cruisers stat weights)
Cruiser Defence Design III (-1% to Cruisers stat weights)
Cruiser Phaser Bank Capacitors II (+1 to Cruiser Combat Reliability)
[T4] 2330s Cruiser - Engineering
2330s Cruiser Engineering Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 55
Cruiser Hull Design III (-1% to Cruisers stat weights)
Cruiser Shield Design III (-1% to Cruiser stat weights)
Cruiser Shield Geometry II (-1% to Cruiser Shield Power Use)
Cruiser Reliability III (+1 Reliability)
[T4] 3,000kt Cruiser Design
3,000kt Cruiser Design
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will allow for cruisers up to Scale 10
0 / 120 Cruiser Size III (Allow Cruisers up to Scale 10)
[T5] 2340s Cruiser - Science
2340s Cruiser Science Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 65
Cruiser Design Efficiency IV (-2% to SR Costs)
Cruiser Science Design IV (-1% to Cruisers stat weights)
Cruiser Presence Design IV (-1% to Cruisers stat weights)
Cruiser Module Design III (-2% to Scale 1 Module Frame Weight)
[T5] 2340s Cruiser - Combat
2340s Cruiser Combat Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 65
Cruiser Nacelle Design Improvements III (-2% to Nacelle Penalty on Cruisers)
Cruiser Combat Design III (-1% to Cruisers stat weights)
Cruiser Defence Design III (-1% to Cruisers stat weights)
Cruiser Phaser Bank Capacitors II (+1 to Cruiser Combat Reliability)
[T5] 2340s Cruiser - Engineering
2340s Cruiser Engineering Package
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
0 / 65
Cruiser Hull Design III (-1% to Cruisers stat weights)
Cruiser Shield Design III (-1% to Cruiser stat weights)
Cruiser Shield Geometry II (-1% to Cruiser Shield Power Use)
Cruiser Reliability III (+1 Reliability)
[T5] 3,600kt Cruiser Design
3,600kt Cruiser Design
The start of the research process that will enable further cruiser designs, representing late 2300s, early 2310s technology. This will allow for cruisers up to Scale 12
0 / 175 Cruiser Size III (Allow Cruisers up to Scale 12)
Ship Design - Explorer
[T1] ToC Explorer
ToC Explorer
This represents the technology package of your typical 2300s Explorer.
20 / 20 Early Comprehensive Space Lab (Explorer Science Design) I (-1% to Explorer stat weights) [7 Overflow]
20 / 20 Lwaxana Design Protocol '05 (Explorer Presence Design I) (-1% to Explorer stat weights) [7 Overflow]
20 / 20 Excelsior-B Pattern Nacelle (Explorer Nacelle Design Improvements I) (-2% to Nacelle Penalty on Explorers)
20 / 20 Type-4 Heavy Phaser Bank (Explorer Combat Design I) (-1% to Explorer stat weights) [7 Overflow]
20 / 20 Volsk-Cheg Plasma Tap (Explorer Defence Design I) (-1% to Explorer stat weights) [7 Overflow]
20 / 20 th'Parshaan Hull Composite (Explorer Hull Design I) (-1% to Explorer stat weights) [12 Overflow]
20 / 20 Type-VI-X SH Duty Deflector Array (Explorer Shield Design I) (-1% to Explorer stat weights)
[T2] 2310s Explorer - Science
2310s Explorer Science Package
The start of the research process that will enable the Ambassador project, representing late 2300s, early 2310s technology. This will develop the Science/Presence side of the design.
40 / 40 Explorer Science Design II (-1% to Explorer stat weights)
40 / 40 Explorer Presence Design II (-1% to Explorer stat weights)
20 / 20 Explorer Design Efficiency I (-2% to SR Cost)
20 / 20 Sensor Power Efficiency I (-1% to Explorer science power use)
20 / 20 Explorer Presence Efficiency I (-1% to Explorer presence power use)
[T2] 2310s Explorer - Combat
2310s Explorer Combat Package
The start of the research process that will enable the Ambassador project, representing late 2300s, early 2310s technology. This will develop the Combat side of the design.
40 / 40 Ambassador-A Pattern Nacelle (Explorer Nacelle Design Improvements II) (-2% Nacelle Penalty on Explorers)
40 / 40 Explorer Combat Design II (-1% to Explorer stat weights)
40 / 40 Explorer Defence Design II (-1% to Explorer stat weights)
20 / 20 Phaser Bank Power Feeds I (-1% to Explorer Power Use)
[T2] 2310s Explorer - Engineering
2310s Explorer Engineering Package
The start of the research process that will enable the Ambassador project, representing late 2300s, early 2310s technology. This will develop the Engineering side of the design.
40 / 40 Explorer Hull Design II (-1% to Explorer stat weights)
20 / 20 Type-VII-X SH Duty Deflector Array (Explorer Shield Design II) (-1% to Explorer stat weights)
20 / 20 Explorer Reliability Design I (+1 Hull/Shield Reliability)
20 / 20 Ultra-High Throughput EPS Core Tap I (+2% Explorer Power Generation)
[T3] 2320s Explorer - Science
2320s Explorer Science Package
The start of the research process that will enable the Ambassador project, representing 2320s technology. This will develop the Science/Presence side of the design.
60 / 60 Explorer Science Design III
60 / 60 Explorer Presence Design III
40 / 40 Explorer Design Efficiency II
40 / 40 Sensor Power Efficiency II
40 / 40 Explorer Presence Efficiency II
[T3] 2320s Explorer - Combat
2320s Explorer Combat Package
The start of the research process that will enable the Ambassador project, representing 2320s technology. This will develop the Combat side of the design.
48 / 60
(Explorer Nacelle Design Improvements III)
Explorer Combat Design III
Explorer Defence Design III
Phaser Bank Power Feeds II
[T3] 2320s Explorer - Engineering
2320s Explorer Engineering Package
The start of the research process that will enable the Ambassador project, representing 2320s technology. This will develop the Engineering side of the design.
60 / 60 Explorer Hull Design III
40 / 40 Type-VII-X SH Duty Deflector Array (Explorer Shield Design III)
40 / 40 Explorer Reliability Design II
40 / 40 Ultra-High Throughput EPS Core Tap II
[T4] 2330s Explorer - Science
2330s Explorer Science Package
The start of the research process that will enable the Ambassador project, representing 2330s technology. This will develop the Science/Presence side of the design.
14 / 75
Explorer Science Design III (-1% to Explorer stat weights)
Explorer Presence Design III (-1% to Explorer stat weights)
Explorer Design Efficiency II (-2% to SR Cost)
Sensor Power Efficiency II (-1% to Explorer science power use)
Explorer Presence Efficiency II (-1% to Explorer presence power use)
[T4] 2330s Explorer - Combat
2330s Explorer Combat Package
The start of the research process that will enable the Ambassador project, representing 2330s technology. This will develop the Combat side of the design.
0 / 75
(Explorer Nacelle Design Improvements III) (-2% Nacelle Penalty on Explorers)
Explorer Combat Design III (-1% to Explorer stat weights)
Explorer Defence Design III (-1% to Explorer stat weights)
Phaser Bank Power Feeds II (-1% to Explorer Power Use)
[T4] 2330s Explorer - Engineering
2330s Explorer Engineering Package
The start of the research process that will enable the Ambassador project, representing 2330s technology. This will develop the Engineering side of the design.
14 / 70
Explorer Hull Design III (-1% to Explorer stat weights)
Type-VII-X SH Duty Deflector Array (Explorer Shield Design III) (-1% to Explorer stat weights)
Explorer Reliability Design II (+1 Hull/Shield Reliability)
Ultra-High Throughput EPS Core Tap II (+2% Explorer Power Generation)
[T5] 2340s Explorer - Science
2340s Explorer Science Package
The start of the research process that will enable the Ambassador project, representing 2340s technology. This will develop the Science/Presence side of the design.
0 / 95
Explorer Science Design III (-1% to Explorer stat weights)
Explorer Presence Design III (-1% to Explorer stat weights)
Explorer Design Efficiency II (-2% to SR Cost)
Sensor Power Efficiency II (-1% to Explorer science power use)
Explorer Presence Efficiency II (-1% to Explorer presence power use)
[T5] 2340s Explorer - Combat
2340s Explorer Combat Package
The start of the research process that will enable the Ambassador project, representing 2340s technology. This will develop the Combat side of the design.
0 / 95
(Explorer Nacelle Design Improvements III) (-2% Nacelle Penalty on Explorers)
Explorer Combat Design III (-1% to Explorer stat weights)
Explorer Defence Design III (-1% to Explorer stat weights)
Phaser Bank Power Feeds II (-1% to Explorer Power Use)
[T5] 2340s Explorer - Engineering
2340s Explorer Engineering Package
The start of the research process that will enable the Ambassador project, representing 2340s technology. This will develop the Engineering side of the design.
0 / 90
Explorer Hull Design III (-1% to Explorer stat weights)
Type-VII-X SH Duty Deflector Array (Explorer Shield Design III) (-1% to Explorer stat weights)
Explorer Reliability Design II (+1 Hull/Shield Reliability)
Ultra-High Throughput EPS Core Tap II (+2% Explorer Power Generation)
Starbase Design
[T2] ToC Starbase Design - COMPLETE
ToC Starbase Design
Descrip
20 / 20 Macro Sensors I (+1 S to installations)
20 / 20 Large Phaser Banks I (+1 C to installations)
20 / 20 Large Torpedo Arrays I (+1 C to installations)
20 / 20 Large Scale Armour I (+1 H to installations)
20 / 20 Large Scale Shields I (+1 L to installations)
[T2] 2310s Starbase Design - Combat - COMPLETE
2310s Starbase Design
For helping further developments in the large installations that support your operations.
40 / 40 Macro Sensors II (+1 S to installations)
40 / 40 Large Phaser Banks II (+1 C to installations)
40 / 40 Large Torpedo Arrays II (+1 C to installations)
40 / 40 Large Scale Armour II (+1 H to installations)
40 / 40 Large Scale Shields II (+2 L to installations)
[T2] 2310s Starbase Design - Repair - COMPLETE
2310s Starbase Design - Repair
For helping further developments in the large installations that support your operations.
58 / 58
Outpost Ship Repair Facilities I
Starbase Ship Repair Facilities I
Starbase Ship Repair Expansions I
[Starbases count as 1x1000kt Repair Berth]
[Outposts count as a 1x750kt Repair Berth]
[T2] 2310s Starbase Design - Control - COMPLETE
2310s Starbase Design - Control
For helping further developments in the large installations that support your operations.
40 / 40 Installation C&C Capacity I (+1 D to installation, +1 to Response Rolls of ships in sector)
[T3] 2320s Starbase Design - Combat
2320s Starbase Design
For helping further developments in the large installations that support your operations.
0 / 55
Macro Sensors III (+1 S to installations)
Large Phaser Banks III (+1 C to installations)
Large Torpedo Arrays III (+1 C to installations)
Large Scale Armour III (+1 H to installations)
Large Scale Shields III (+2 L to installations)
[T3] 2320s Starbase Design - Repair
2320s Starbase Design - Repair
For helping further developments in the large installations that support your operations.
0 / 75
Outpost Ship Repair Facilities II
Starbase Ship Repair Facilities II
Starbase Ship Repair Expansions II
[Starbases count as 1x2500kt Repair Berth]
[Outposts count as a 1x1250kt Repair Berth]
[T3] 2320s Starbase Design - Control
2320s Starbase Design - Control
For helping further developments in the large installations that support your operations.
30 / 45
Installation C&C Capacity II (+1 D to installation, +1 to Response Rolls of ships in sector)
[T3] 2320s Starbases
2320s Starbases
To create supersized orbital starbases
0 / 70
Starbase II (Allow creation of Starbase II stations)
C16 S12 H24 L24 P12 D10 - Require 100 SR
[T3] 2320s Outposts
2320s Outposts
To create more advanced Outposts
0 / 70
Outpost II (Allow creation of Outpost II stations)
C10 S6 H12 L12 P6 D4 - Require 20 SR
[T3] 2320s Deep Space
2320s Deep Space
To create more advanced Deep Space Starbases
10 / 30
Deep Space I (Allow creation of Deep Space I stations)
Ulith III Biophage General Research Rush [REQ: Medical] (1 turn)
10 / 10 Perform full analysis of the properties of the Biophage. 20 / 20 Fully Examine the Dunwich IV colony site and review the gigaquads of sensor data pulled in. 10 / 10 Assess Biophage Infection Beam Properties [+5 from Examination of Debris]
10 / 10 Assess Biophage Technical Repurposing Abilities
Vaccine Research - Medical
Biophage Vaccine Research Rush [REQ: Medical] (1 turn)
10 / 10 Perform full analysis of the properties of the Biophage.
20 / 20 Sample Bio-laboratory Containment Procedures
20 / 20 Sterilisation Procedures
30 / 30 Vaccine Development I 40 / 40 Vaccine Development II 20 / 20 Structural Integrity Field Modifications I 30 / 30 Structural Integrity Field Modifications II
Combat Research - Doctrine
Biophage Combat Research Rush (1 turn)
20 / 20 Develop EPS Venting Protocols [+5 for Actions at Birkeed III]
20 / 20 Romulan Combat Footage Analysis
20 / 20 Phaser Firebreaks (to slow spread of biophage on a planet)
20 / 20 Rapid Beam-out (Save crews while minimising the risk of conveying the infection)
28 / 30 Specific Phaser Remodulation [+10% to Combat Pool in fleet battles vs Biophage]
18 / 20 Anti-Biophage Torpedo Payload Jacketing [Escorts gain +1 Combat vs Biophage large ships]
18 / 20 Navigation Deflector Disruption Pulse [-1 to Biophage Combat stat, to a minimum of 2]
Romulan Cooperation - Doctrine
Romulan Cooperation Doctrine Research (1 turn)
10 / 10 Establish Initial Contact Points
Suicide Shuttle Countermeasures - Doctrine
It appears that the Biophage is placing pieces of itself in shuttlecraft and then launching them at ships as a kind of long-range weapon strike. These suicide shuttle attacks killed thousands in orbit around Ithrid II and disabled a Romulan explorer. We don't know if the Biophage has any more of these craft, but if he does it will most certainly be turned on us at some point.
15 / 15 Shuttle Cloak Sensor Pattern Analysis (+1 to Science when attempting to spot inbound shuttles)
15 / 15 Mutual Support Formation (+1 to Combat when attempting to intercept inbound shuttles)
30 / 30 Tachyon Burst Sweep (+1 to Science when attempting to spot inbound cloaked vessels)
20 / 20 Shield Harmonics Modifications (+1 to Shield when attempting to withstand a hit)
Convoy Protocols - Doctrine
Starfleet holds the protection of civilian life extremely dear. The evacuation process represents a very dangerous time for colonists, and making sure that all captains and crew are well-versed in how to handle these situations is crucial.
(When all techs researched, provides a boost to intercepting attacks on the convoy) [Escort and light cruiser grade vessels gain +1 Combat, +1 Defence when intercepting attacks on a convoy, and an additional +1 if two or more vessels are present) 5 / 5 Starfleet-Civilian Communications
5 / 5 Sensor Interlock Coordination
5 / 5 Contingency Doctrines
Anti-Biophage Ship Modifications - Ship Design
Starfleet Ship Design thinks there are some temporary modifications that can be made to ships in order to make them more resistent to the Biophage.
20 / 20 Structural Integrity Field Modifications [+1 to Hull vs Biophage, Slow down infection rates]
11 / 30 Structural Integrity Field Modifications II
14 / 20 Freon-Trilithium Plasma Coolant Hull Adhesive (Slow down infection rates from Infection Beams if hull undamaged) 10 / 10 "The Big Red Button" Accelerated Warp Core Breach Process (+1 to attempts to self-destruct after infection)
Doctrine
--- Fleet Design Doctrines ---
[T1] Lone Ranger Doctrine
Lone Ranger Doctrine
Large Solitary Explorers should form the backbone of the fleet, equipped and empowered to operate as lone wolves.
Pursuing this doctrine will lead to things like: Combat Bonuses while outnumbered/alone; Council count your Explorers for less combat value; research bonuses to Ship Design - Explorer.
50 / 50 Lone Ranger Doctrine
[T2] Way of the Anchor
PREREQS - Lone Ranger Way of the Anchor
You rely on your large ships to carry out the heavy lifting of the fleet.
25 / 25 Anchor Ship (Explorers gain +2 to Response rolls, Cruisers gain +1) 25 / 25 Explorer Ethos (All Explorers count for -1 Combat with the Council)
LEADS TO - The Mission Unending
[T2] Way of the Elephant
PREREQS - Lone Ranger Way of the Elephant
You rely on your large ships to carry out the heavy lifting of the fleet.
25 / 25 Attack Pattern Echo (+5% Fleet Combat when outnumbered)
25 / 25 Rapid Shield Roll (+1 Shield when Outnumbered 2:1 or more at start of battle)
LEADS TO - The Mission Unending
[T2] Way of the Giant
PREREQS - Lone Ranger Way of the Giant
You rely on your large ships to carry out the heavy lifting of the fleet.
25 / 25 Explorer Emphasis (+1 to Ship Design (Explorer) Research)
25 / 25 Big is Beautiful (Reduce Explorer and Cruiser project pp request costs by 25%)
LEADS TO - The Mission Unending
[T3] The Mission Unending
PREREQS - Way of the Anchor, Way of the Elephant, Way of the Giant The Mission Unending
Emphasise the science mission of the Explorer.
75 / 75 Explorer Esteem (+5pp from Every Explorer Built)
75 / 75 Dual-Mission (All Explorers Count as -1 Combat)
[T1] Swarm Doctrine
Swarm Doctrine
The fleet should be based around large groups of small ships that can overwhelm the enemy. These should be anchored by only a few heavier hitters.
Pursuing this doctrine will lead to things like: combat bonuses when you outnumber the enemy; bonuses for having at least half your force be escorts; research bonuses for Ship Design - Escort; Council counts your Escort combat value as less.
0 / 50 Swarm Doctrine
[T2] Way of the Bee
PREREQS - Swarm Doctrine Way of the Bee
You rely on small ships to carry your fleet in battle.
0 / 25 Sting Like a Bee (+5% Fleet Combat when outnumbering)
0 / 25 Multiple Attack Vectors (+4% Shield Burn-Through Chance)
LEADS TO - From Many, One
[T2] Way of the Butterfly
PREREQS - Swarm Doctrine Way of the Butterfly
You rely on small ships to carry your fleet in battle.
0 / 25 Float Like a Butterfly (Escorts gain +10% Evasion)
0 / 25 Live Another Day (+2 to Defence when attempting to flee)
LEADS TO - From Many, One
[T2] Way of the Flood
PREREQS - Swarm Doctrine Way of the Flood
You rely on small ships to carry your fleet in battle.
0 / 25 Quantity is Quality (+2 to Escort Research, -1 Qtr to Escort build times)
0 / 25 Street Patrol (+1 to Escort Response Rolls)
LEADS TO - From Many, One
[T3] From Many, One
PREREQS - Way of the Bee, the Butterfly, the Flood From Many, One
Descrip
0 / 75 From Many... (+1 responding Ship able to add stats to event rolls)
0 / 75 ...One (+1 to Escort Response Rolls)
[T1] Combined Fleet Doctrine
Combined Fleet Doctrine
The fleet should be comprised of a similar number of each type of ship, as they are all important.
Pursuing this doctrine will lead to things like: combat bonuses when you have a fleet with multiple ship types; chances to discard hull damage to your explorers when you have all three ship types in a fleet; small research bonuses for any Ship Design.
0 / 50 Combined Fleet Doctrine
[T2] Way of the Fulcrum
PREREQS - Combined Fleet Way of the Fulcrum
Your fleet holds that all types of ships have key roles to play.
0 / 25 Mix and Match (Sector fleets with at least 1 Escort, Cruiser, Explorer count requires -2 D)
0 / 25 Combined Strike (+5% Fleet Combat with at least 1 Escort, Cruiser, Explorer)
LEADS TO - Balance
[T2] Way of the Union
PREREQS - Combined Fleet Way of the Union
Your fleet holds that all types of ships have key roles to play.
0 / 25 Broad Push (+1 to all Ship Design Research)
0 / 25 Diversity (+2 to all new class design projects)
LEADS TO - Balance
[T2] Way of the Remora
PREREQS - Combined Fleet Way of the Remora
Your fleet holds that all types of ships have key roles to play.
0 / 25 Screening (Explorers in a fleet with more escorts than explorers gain +10% Evasion)
0 / 25 Ablative (Explorers in a fleet with more escorts than explorers gain +1 L)
LEADS TO - Balance
[T2] Balance
PREREQS - Way of the Fulcrum, Union, Remora Balance
Your fleet holds that all types of ships have key roles to play.
0 / 100 (Cost of new class design projects reduced by 50%)
--- Fleet Tactics Doctrines ---
[T1] Fleet in Being
Fleet in Being
You prefer to keep your ships concentrated in the home systems. Garrison requirements are increased for your member world systems, reduced for your border sectors. However, the Federation Council discounts the Combat value of ships in your home sector, and your ships are safer against hostile acts. When at war, you gain bonuses for fighting near your starbases or in your home system.
MUTUALLY EXCLUSIVE WITH FORWARD DEFENCE
0 / 50 Fleet in Being
LEADS TO - Federation World Focus
LEADS TO - Fleet Preservation
LEADS TO - Key Infrastructure
[T2] Federation World Focus
PREREQS - Fleet in Being Federation World Focus
Put the emphasis on protecting the homeworlds of your members.
0 / 25 Security Reassurance (-10% to Combat Value of Ships in a home sector)
0 / 25 Redeployment (Garrison requirements shifted away from border zones to home sectors)
0 / 25 Frontier Duty (+5% Penalty to Combat value of ships in Border Zones)
LEADS TO - Thorough Exploration
LEADS TO - Fleet Concentration
[T2] Fleet Preservation
PREREQS - Fleet in Being Fleet Preservation
Your focus is keeping your fleet intact and a factor in other people's strategic calculus.
0 / 25 Aversion (+2 R to attempts to flee/decline battle)
0 / 25 Unlock Target Priority: Reduce Explorers
LEADS TO - Fleet Concentration
[T2] Key Infrastructure
PREREQS - Fleet in Being Key Infrastructure
You require strong fortifications to be able to fall back on.
0 / 25 Starbases (-25% to cost of building Starbases)
0 / 25 Deep Space Stations (-25% to cost of building Deep Space Stations)
0 / 25 Outposts (-50% to cost of expanding Outposts)
LEADS TO - Center of Gravity
LEADS TO - Focused Industry
[T3] Thorough Exploration
PREREQS - Federation World Focus Thorough Exploration
You want to intensify your nearby exploration efforts to make sure you know what is in your local systems.
0 / 25 Home Ground (Additional 5% Discount to Combat Value of Ships in Home Systems)
0 / 25 Ready Backup (+1 Response Team)
LEADS TO - Fortress System
LEADS TO - Thirst for Answers
[T3] Fleet Concentration
PREREQS - Federation World Focus, Fleet Preservation Fleet Concentration
Keep the fleet together in strong forces that have critical mass.
0 / 25 Home Fleet (Set 1 system as being the home of the fleet, -10% Combat Value to any ship in this fleet)
0 / 25 Osmosis (Reduce Garrison requirements outside of the Home Fleet system)
LEADS TO - Exploration Fleet
LEADS TO - Pride of the Fleet
LEADS TO - Attritional Battle
[T3] Center of Gravity
PREREQS - Key Infrastructure Center of Gravity
Your fleet pivots around the heavy infrastructure of your key systems.
0 / 25 Pivot Point (-2Qtr to Starbase Build Times)
0 / 25 Recognising Requirements (+3 to Starbase Research)
[T3] Focused Industry
PREREQS - Key Infrastructure Focused Industry
The Fleet in Being is about bulk and presence, which members need to help fund.
0 / 25 Mineral Contributions (+10 BR/SR from each Member World)
0 / 25 Personnel Contributions (+0.25/0.25/0.25 Crew from each Member World)
[T4] Fortress System
PREREQS - Thorough Exploration Fortress System
Your home systems will be tough nuts for anyone to crack.
0 / 25 Starbase Anchors (+1 to Starbase Research)
0 / 25 Command & Control (+2 to Starbase D)
0 / 25 Buttoned Up Tight (Reduce enemy infiltration chances)
[T4] Thirst for Answers
PREREQS - Thorough Exploration Thirst for Answers
You need to know everything around your homeworlds that you can use, or that can be used against you.
0 / 25 Intensity (Increase Home Sector Event Rates)
[T4] Exploration Fleet
PREREQS - Fleet Conentration Exploration Fleet
Keeping up a sturdy fleet of Explorers is a key part of allowing the rest of the fleet to sit back.
0 / 25 Unlock Target Priority: Hull Value
0 / 25 Cutting Edge (pp cost of new Explorer class designs by 25%)
[T4] Pride of the Fleet
PREREQS - Fleet Concentration Pride of the Fleet
Centerpieces to your fleet need to be kept up to date.
0 / 25 Explorer Adaptability (Reduce Explorer Prototype penalty by half)
0 / 25 Cruiser Adaptability (Reduce Cruiser Prototype penalty by half)
[T4] Attritional Battle
PREREQS - Fleet Concentration Attritional Battle
The purpose of battle is to inflict a steady rate of loss and leverage our larger fleet sizes.
Forward Defence
You prefer to keep your ships at the border zones, either ready to keep invaders away from your home sectors, or to launch the attacks into their space. Garrison requirements are lowered for your home systems, but increased for any border sectors. The Federation Council discounts the combat value of ships in the border sectors for purposes of gauging militarisation. When at war, you gain bonuses when fighting away from your home systems and starbases.
MUTUALLY EXCLUSIVE WITH FLEET IN BEING
50 / 50 Forward Defence
LEADS TO - Border World Focus
LEADS TO - To Boldly Go
LEADS TO - Frontline Infrastructure
LEADS TO - Mobility Focus
[T2] Border World Focus
PREREQS - Forward Defence Border World Focus
Build your new system of defence out from the border worlds. This requires a bit of theory work, and a bit of lobbying work.
25 / 25 Early Doctrine (Ships in Border Zones count for -1 Combat against Cap)
25 / 25 Outward Focus (Rebalance Defence requirements from home to border)
LEADS TO - Hard Shell System
LEADS TO - Mutual Support
[T2] To Boldly Go
PREREQS - Forward Defence To Boldly Go
The unknown is usually what happens outside your borders. If your ships are here, you should explore extensively.
25 / 25 General Order 37 - Patrolling (Event rate in border zones increases)
25 / 25 Captain's Initiative (+1 to Response Rolls in Border Zones)
LEADS TO - Independent Captains
LEADS TO - Frontier Service Training
[T2] Frontline Infrastructure
PREREQS - Forward Defence Frontline Infrastructure
With this much tonnage forward, your new system needs to develop better ways of keeping your ships supplied.
25 / 25 Public Awareness (Removes pp penalty for border zone starbases)
25 / 25 Forward Siting Identification (Reduce pp cost for declaring a border zone)
LEADS TO - Dispersed Industry
LEADS TO - Deep Space Construction
[T2] Mobility Focus
PREREQS - Forward Defence Mobility Focus
To operate on the border zones, you have to stay nimble, with ever more space to cover. You can't let forces slip by, and must be quick to react to opportunities.
25 / 25
Self-Sufficient Designs (+2 to all Cruiser research)
Response Teams (+1 to attempts to intercept raiding attempts)
LEADS TO - Counterpunch
[T3] Counterpunch
PREREQS - Mobility Focus Counterpunch
Sometimes it is more effective to let a force think it's slipped in, only to swoop when its too far from home to escape.
PREREQS - Border World Focus Hard Shell System
Watch the borders fiercely and contest every lightsecond of space from your claimed border. All or nothing.
0 / 25 Hard Shell System (Further rebalance the garrison requirements between border and home sector)
0 / 25 Contest Every Lightyear (+1 to Wolf-Pack Intercept attempts)
[T3] Mutual Support
PREREQS - Border World Focus Mutual Support
With so much of your fleet on the border zones, you need to be quick to respond to issues
25 / 25 Mutual Support (Can roll at -2 to respond to neighbouring home sectors)
25 / 25 Propulsion Focus (+2 to Propulsion research)
[T3] Independent Captains
PREREQS - To Boldly Go Independent Captains
Operating far from central command means that your captains always need to be prepared for the chance that they must take action on their own.
25 / 25
Known Space (Reduced event rate in home sectors)
The Infinite Cathedral of Stars (Increased event rate in border zones)
[T3] Frontier Service Training
PREREQS - To Boldly Go Frontier Service Training
An emphasis starts in Starfleet Academy on training for safety while on the frontier.
25 / 25 New Curriculum (+1 to DC of all sabotage attempts)
25 / 25 Spirit of Adventure (+1/1/1 to Explorer Corps recruiting)
[T3] Dispersed Industry
PREREQS - Frontline Infrastructure Dispersed Industry
To furnish your wider areas of operation, you need to stretch your industrial base further afield.
25 / 25 Colony Efforts (+5 Resources from colony worlds)
25 / 25 Redundancy (Federation starts duplicating critical industry in more places)
[T3] Deep Space Construction
PREREQS - Frontline Infrastructure Deep Space Construction
Descrip
10 / 25
Frontier Starbases (25% discount to Border Zone Starbases)
Sense of Security (All Border Zone starbases generate +1pp/yr)
0 / 50 Heavy Repair Bays (Make available a project to repair up to 60% damage on Explorers at Starbases)
Offensive Doctrine: Wolf Pack Doctrine
Wolf Pack Doctrine
Be able to refuse fleet battles, and operate in smaller groups in enemy territory, picking off isolated ships, engaging in small-group battles, attacking undefended starbases and avoiding high-risk action as much as possible. Gain bonuses to small size engagements, and ability to decline battles.
0 / 50 Wolf Pack Doctrine
MUTUALLY EXCLUSIVE WITH BASE STRIKE OR DECISIVE BATTLE
[T2] Operational Tempo
PREREQS - Wolf Pack Doctrine Operational Tempo
Knowing your limits and your capacities allows you to pick the rate of work that gets the most out of your ships.
0 / 25 Course Guidelines (Re-roll a failed attempt to avoid battle)
0 / 25 Early Wolfpack Logistics (All Ships in a Wolf Pack Gain +1 D)
LEADS TO - Initative Doctrine
LEADS TO - Patience
LEADS TO - Daring Captains
[T2] Homefront Support
PREREQS - Wolf Pack Doctrine Homefront Support
When ship and crew are far from home, their success may rest on the support given months ago.
*Target Ship = Explorer in Lone Ranger Fleet Design
LEADS TO - Building the Den
LEADS TO - Pack Logistics
[T2] Wolf Pack
PREREQS - Wolf Pack Doctrine Wolf Pack
Wolves among the stars, a wolfpack is a set of starships that hunt as a team far in enemy territory, evading sensors and striking when least expected.
0 / 50 Forming the Wolf Pack (Gain ability to declare a 'Wolf Pack' fleet)
A 'Wolf Pack' is a Fleet that is: not more than 5% of total tonnage, not more than 5% of total numbers, that may attempt to bypass border zones and operate in enemy territory.
LEADS TO - Attack Pattern Alpha
LEADS TO - Interdiction
LEADS TO - Small Unit Tactics
[T2] Initiative Doctrine
PREREQS - Operational Tempo Initiative Doctrine
It is important to retain the initiative when in enemy territory. The moment you are reacting to their moves, you are already dead.
0 / 25 Improved Positioning (+2 to attempts to join or decline battle)
0 / 25 The Better Part of Valour (Gain +2 D when escaping)
[T2] Patience
PREREQS - Operational Tempo Patience
Do not jump at everything that moves in your path. Have patience, and look for the right moment.
0 / 25 Sensor Dampening Techniques (-2 S to opposing Sci-T to find your Wolf Pack)
0 / 25 Approach Training (Enemy reaction rolls reduced by 3)
[T2] Building the Den
PREREQS - Homefront Support Building the Den
This is both a hazardous mission and specialised task. It is important to have the industrial base prepared for the effort.
0 / 25 Targeted Industrial Expansion (Reduce pp costs for new berths that most closely match your Target ship)
0 / 25 Streamlined Assembly (Reduce Target ship build times by 25%, to a maximum of 2 Qtr)
[T2] Pack Logistics
PREREQS - Homefront Support Pack Logistics
It is a whole of flet effort to keep Wolf Packs operating as long as possible.
0 / 25 Synth Efficiencies (+2 Month Wolf Pack tour duration) * 6 month default
0 / 25 Expanded Counselling (Wolf Pack crew retention losses cut in half) * 10% by default
[T2] Attack Pattern Alpha
PREREQS - Wolf Pack Attack Pattern Alpha
A system of attack useful for disrupting the enemy.
0 / 25 Attack Pattern Alpha (Unlock Attack Pattern Alpha : Removes enemy target priority)
0 / 25 Improved Pack Coordination (+1 L, +1 D for a Wolf Pack when outnumbering enemy)
[T2] Interdiction
PREREQS - Wolf Pack Interdiction
The lifeblood of all stellar powers is that of exotic materials from distaff mine sites to their industrial hearts.
PREREQS - Wolf Pack Small Unit Tactics
When you fight in small task forces far from home, you have to know how to squeeze the most out of your team.
0 / 25 Tactical Training (+5% Fleet Value for a Wolf Pack)
0 / 25 Joint Targeting (+2% Shield Burn-Through for a Wolf Pack)
Offensive Doctrine: Base Strike Doctrine
Base Strike Doctrine
Focus your fleet power on enemy starbases and systems. Receive a combat bonus when attacking starbases, attempting to secure orbit, or defending against the same.
20 / 50 Base Strike Doctrine
MUTUALLY EXCLUSIVE WITH WOLF PACK OR DECISIVE BATTLE
[T2] Attack Pattern Delta
PREREQS - Base Strike Doctrine Attack Pattern Delta
Less a tactical attack pattern, and more of an operational one that allows a fleet to avoid
0 / 25 Reflective Sensor Scans (-2 to enemy intercept reaction rolls)
0 / 25 Navigational Mapping (+2 D to avoiding Border Zone interceptions)
LEADS TO - Coordinated Fire
LEADS TO - Galaxy Wing
LEADS TO - Spearhead
[T2] Who Dares Wins
PREREQS - Base Strike Doctrine Who Dares Wins
To be successful at this doctrine, you have to be daring and strike one area like a hammerblow, holding nothing back.
0 / 25 Priority Analysis (+5% Damage, +2% Shield-Burnthrough vs Starbases, Outposts, Defences)
0 / 25 The Bigger They Are (Unlock Target Priority: Starbases/Outposts)
LEADS TO - The Shining Light
LEADS TO - In Excelsis
LEADS TO - Nor the Battle to the Strong
[T2] Strong Foundations
PREREQS - Base Strike Doctrine Strong Foundations
It is important that when we strike other bases, that our own are well protected in our absence.
0 / 25 Starbase Protective Design Effort (+1 L, H for Starbases)
0 / 25 Outpost Protective Design Effort (+1 L, H for Starbases)
LEADS TO - Starbase Push
LEADS TO - Arsenal of Equality
[T3] Coordinated Fire
PREREQS - Attack Pattern Delta Coordinated Fire
Striking at the heart of the enemy, you are sure to be heavily opposed. With a potentially limited window to attack, you must make it count.
0 / 25 Revamped Targeting (Unlock Target Priority: Hull+HP Lost)
0 / 25 The Sting in the Tail (Improved Critical Hit Rate)
[T3] Galaxy Wing
PREREQS - Attack Pattern Delta Galaxy Wing
Rather than spreading them through the battle line, concentrate your explorers into a potent force.
0 / 35 Galaxy Wing (Unlock Tactic: Galaxy Wing, explorers are more likely to be the source of fire)
[T3] Steamrunner Wing
PREREQS - Attack Pattern Delta Steamrunner Wing
Escorts operating in formation can pose a formidible threat, using torpedo spreads to corral the enemy.
0 / 35 Steamrunner Wing (Unlock Tactic: Steamrunner Wing, enemy fleet value reduced, your critical hit rate increased)
[T3] Spearhead
PREREQS - Attack Pattern Delta Spearhead
When you attack a fortified position, you need grit and you need focus.
0 / 25 Multi-Phasic Sensor Sweep (Increase detection vs minefields)
[T2] The Shining Light
PREREQS - Who Dares Wins The Shining Light
Through training and exhortations, your captains and crews learn to place a great priority on protective colonies and infrastructure.
0 / 25 Sector Coordination (Gain +2 to Response Rolls for defending Colonies/Installations)
0 / 25 Utmost Effort (Gain +1 L when outnumbered or defending a Starbase)
[T2] In Excelsis
PREREQS - Who Dares Wins In Excelsis
Sometimes today's explorer can still serve as tomorrow's jack-of-all-trades.
(Able to nominate one class with an Explorer role for the following)
0 / 25 Shipyard Veterancy (Nominated Capital Ship reduces construction time by 25%)
0 / 25 Automation Update (Crew Requirements on this ship reduced by 20%, rounded down)
[T2] Nor the Battle to the Strong
PREREQS - Who Dares Wins Nor the Battle to the Strong
There is more to a fleet than combat. The Explorer Corps is your guiding light, the best and brightest who can turn battles with more than phasers.
0 / 25 Public Campaign (Explorer Corps Recruitment increased by +1 per type)
0 / 25 Advanced Toolkit (Each EC Explorer in a fleet grants +2% Fleet Value)
[T2] Starbase Push
PREREQS - Strong Foundations Starbase Push
It is crucial to establish a starbase to protect homeworlds.
0 / 25 Public Awareness Campaign (All new members without a starbase get a free 8-turn Snakepit project to build one)
0 / 25 Minefield Preparation (Minefields start with improved stats)
[T2] Arsenal of Equality
PREREQS - Strong Foundations Arsenal of Equality
To reduce your vulnerability to a base strike, it is important to diversify your production base.
0 / 40 Risk Assessment (New Shipyard Complexes become cheaper)
Offensive Doctrine: Decisive Battle Doctrine
Decisive Battle Doctrine
Concentrate your fleet for all-in battles and receive bonuses in engagements involving large forces.
50 / 50 Decisive Battle Doctrine
MUTUALLY EXCLUSIVE WITH WOLF PACK OR BASE STRIKE
[T2] United Starfleet
PREREQS - Decisive Battle Doctrine United Starfleet
A grand fleet, a powerful undeniable force, is the correct way to go.
25 / 25 Garrison Assessments (Sharply reduce all garrison levels during wartime)
25 / 25 United Fleet (A detached United Fleet "sector" is added)
LEADS TO - Hand in Hand
LEADS TO - Arsenal of Liberty
[T2] Sensor Pickets
PREREQS - Decisive Battle Doctrine Sensor Pickets
The enemy won't want to face the concentrated might of your fleet, so you had better make it difficult to avoid you.
25 / 25 Frigate Network (+2 S to Scouting phase, +2 to initating battle)
25 / 25 Coordinated Minesweeping (+1 S to Minesweeping for Frigates)
LEADS TO - Torpedo Charge
LEADS TO - Battle Bridge Link
[T2] Attack Pattern Omega
PREREQS - Decisive Battle Doctrine Attack Pattern Omega
Sometimes the key is to focus on the big threats, and let the giants go toe-to-toe.
10 / 25 Target Assessment (Unlock Target Priority: Shield+Combat)
10 / 25 Tactical Consulation (Unlock Attack Pattern Omega: Explorers gain +50% weighting for firing and targeting)
LEADS TO - Feints
LEADS TO - Vanguard
LEADS TO - Auxiliary to Shields
[T3] Hand in Hand
PREREQS - United Starfleet Hand in Hand
Gather up members and affiliates to present a unified front to the foe.
25 / 25 Pre-Arranged Command Structures (Required)
25 / 25 Government Outreach (Required)
(When both complete, affiliates and members allocate 25% of their total C to the United Fleet by default)
LEADS TO - United Federation
[T3] Arsenal of Liberty
PREREQS - United Starfleet Arsenal of Liberty
Free people in common purpose can achieve any goal.
25 / 25 Infrastructure Gear-Up (PP cost of shipyards and related infrastructure reduced)
25 / 25 Accelerated Production Schedules (Reduce all build times by 1Qtr)
25 / 25 Recruitment Surge (+15% Academy intake)
[T3] Torpedo Charge
PREREQS - Sensor Pickets Torpedo Charge
Sometimes all it takes for David to strike down Goliath is the courage to try.
20 / 35
Frigate Assault (Unlock Torpedo Charge: enemy cruiser and explorer evasion halved, chance of critical hits from frigates increased)
[T3] Battle Bridge Link
PREREQS - Sensor Pickets Battle Bridge Link
A focus on the battle bridge over the main bridge when expecting contact, plus a focus on networking, will produce performance gains.
25 / 25
Auxiliary Bridge Links (Gain +0.25% fleet weight for every ship in the fleet up to 5% )
Protective Spaces (Crew loss chance reduction)
[T2] Feints
PREREQS - Attack Pattern Omega Feints
Sharp movements from your frigates will distract and disorient.
0 / 25 Battlespace Mobility (Reduce sticky-targeting of enemy ships) *
0 / 25 Screening (Increase chance to be targeted of your frigates compared to your capitals)
* = Based on a comparison of your total frigate Reaction vs enemy total frigate reaction
[T2] Vanguard
PREREQS - Attack Pattern Omega Vanguard
A heavy fist of supporting cruisers can be the way to properly prepare a battle.
0 / 25 Heavy Vanguard (Increase weighting for cruisers in the vanguard)
0 / 25 Supporting Phasers (Cruisers in the vanguard do increased damage)
[T2] Auxiliary to Shields
PREREQS - Attack Pattern Omega Auxiliary to Shields
Having a better array of power management options on hand will help crews without the likes of Scotty or Geordie save the day.
0 / 35 Power Management Research (Ships may opt to reduce Evasion and Reaction but gain +1 L shield)
Foreign Analysis
Romulan Research
Romulan Research - Research into Romulan tactics to provide bonuses in combat and diplomacy against this foe.
30 / 30 Tactical Analysis I (+1% Fed Combat Power vs Romulans)
4 / 60 Tactical Analysis II (+1% Fed Combat Power vs Romulans) 30 / 30 Doctrinal Analysis I (-1% Rom Combat Power)
9 / 60 Doctrinal Analysis II (-1% Rom Combat Power) 30 / 30 Attack Pattern Analysis I (+2% chance of dodging a hit)
9 / 60 Attack Pattern Analysis (+2% chance of dodging a hit) 30 / 30 Intelligence Analysis I (Improved counter intel)
16 / 60 Intelligence Analysis II (Quicker access to ship details for new classes)
Klingon Research
Klingon Research - Research into Klingon tactics to provide bonuses in combat and diplomacy against this friend ... who hasn't been a friend for all that long.
30 / 30 Tactical Analysis I (+1% Fed Combat Power v Klingons)
30 / 30 Doctrinal Analysis I (-1% Klingon Combat Power)
30 / 30 Attack Pattern Analysis I (+2% chance of dodging a hit)
30 / 30 Intelligence Analysis I (Improved counter intel)
18 / 60
Tactical Analysis II
Doctrinal Analysis II
Attack Pattern Analysis II
Intelligence Analysis II
Cardassian Research
Cardassian Research - Research into Cardassianstactics to provide bonuses in combat and diplomacy against this newly encountered engima on your frontiers.
26 / 30 Tactical Analysis I (+1% Fed Combat Power v Cardassians)
26 / 30 Doctrinal Analysis I (-1% CardassiansCombat Power)
26 / 30 Attack Pattern Analysis I (+2% chance of dodging a hit) 30 / 30 Intelligence Analysis I (Improved counter intel) [6 Overflow]
60 / 60 Tactical Analysis II
60 / 60 Doctrinal Analysis II
60 / 60 Attack Pattern Analysis II
60 / 60 Intelligence Analysis II
[Tier 2 Cardassian Analysis Complete - Now +/- 1% Fleet Value in Federation/Cardassian engagements, +0.02 Evasion, +1 dedicated Cardassian Report]
67 / 90
Tactical Analysis III
Doctrinal Analysis III
Attack Pattern Analysis III
Intelligence Analysis III
Horizon Research
Horizon Research - Research into Horizon tactics to provide bonuses in combat and diplomacy.
30 / 30 Tactical Analysis I (+1% Fed Combat Power v Horizon)
30 / 30 Doctrinal Analysis I (-1% Horizon Combat Power)
30 / 30 Attack Pattern Analysis I (+2% chance of dodging a hit)
30 / 30 Intelligence Analysis I (Improved counter intel)
49 / 60
Tactical Analysis II
Doctrinal Analysis II
Attack Pattern Analysis II
Intelligence Analysis II
Research teams
San Francisco Fleet Yards - Ship Design (Explorer), Ship Construction
San Francisco Fleet Yards Design Bureau
Preference: Ship Design - Explorer, Ship Construction
Skill 6
Principally: Human
XP: 0 / 8
40 Eridani A Shipyards - Ship Design (Escort), Warp Technology
40 Eridani A Shipyards
Preference: Ship Design - Escort, Warp Technology
Skill 6
Principally: Vulcan
XP: 2 / 8
Lor'Vela Orbital Drafting Bureau (Design - Capital / Propulsion)
Captain's Log, USS Enterprise, Stardate 20712.4 - Captain Nash ka'Sharren
After leaving behind the wonders of the Hophos system, I have taken the Enterprise out five lighyears towards the galactic center. Starfleet's Stellar Cartography has received promising feedback from their long-range scans, and would like us to take a closer look.
Thankfully, the crew is well-rested after their time at Hophos.
-
Captain's Log, USS Courageous, Stardate 20713.2 - Captain Victoria Eaton
We have been diverted to the Betazed System to convey an Ambassador of the Federation to an important summit. A research agreement is in the offing, with the final agreement set to be signed in a week's time. It seems a bit irregular that a Federation consular vessel was not chosen for this task. I am told, however, that the Federation would like to make the best possible impression by arriving with an Excelsior-class explorer.
My first officer is very relieved at the duty, however, and feels this will give me ample time to recover from wounds received aboard the Bronze Sky.
-
Captain's Log, USS Sarek, Stardate 20714.5 - Captain T'Lorel
We have entered orbit around the world of Shar Kallor, an Andorian colony, to intervene on behalf of the Federation. The local government has been fractured by internecine fighting for weeks, and we have been asked to mediate. Our mission would be made easier if the locals had also asked us to mediate. They are demanding that we stay in orbit and do not come down to the planet surface, so they may be left to their devices.
I will not comply.
-
Captain's Log, USS Courageous, Stardate 20715.6
The Ambassador, one Sybak of Vulcan, is aboard with his entourage. Immediately following his arrival, we have begun to experience 'accidents'. At least two of which have come very close to extinguishing our distinguished guest. I dressed down our Chief Engineer, who could offer no explanation, yet perhaps I owe the officer an apology. Ambassador Sybak tells me that these 'accidents' have been going on for a week, ever since he was chosen for this role.
-
Captain's Log, USS Enterprise, Stardate 20716.3
It looks like the first system is very slim picking. There is only one point of interest, which I am currently heading for at high impulse. The seventh moon of the sixth planet; the small icy satellite of a gas giant. The scans reveal that the moon is hollow, with a hole punched through the surface.
-
Captain's Log, USS Sarek, Stardate 20716.5
The local politicians were not pleased to see me. However after applying nerve pinches to a number of recalcitrant officials allowed my security officer to seize their phasers, we were able to start afresh. It seems that this conflict arose from disputed borders between estates between two of the major social groups on the colony, and through illogical behaviour was allowed to escalate into a general conflict. Resistance to the restoration of order has been fierce, and two of my security personnel were killed when our air car was brought down with phaser fire. After directing the Sarek to fire on the surface emplacements that brought down our craft, I have beamed down the entirety of the Sarek's security department.
The capital is calm again.
-
Captain's Log, USS Courageous, Stardate 20717.4
Despite being unable to locate the source of these persistent 'accidents' we have arrived at Betazed, and diplomatic talks have resumed on the surface. I have spoken with our Betazoid security counterparts.
Being among the Betazoids is ... conflicting for me. I have spent so much of my life practising self-control and training myself to be perfectly methodical in my actions. These people are immersed in their emotions, their telepathic ability negates my efforts to keep a 'stiff upper lip', as my ancestors once said. My first officer says that it is good for me, but I do not know.
-
Captain's Log, USS Enterprise, Stardate 20718.2
The Council will no doubt blame me for this, however I should not be held to be at fault.
We have just narrowly escaped the collapse and destruction of the moon through daring flying by our senior helmsman. Despite debris tens of miles wide falling into our path, the Enterprise glided like a shuttlecraft.
I should start at the beginning. After arriving in orbit around the gas giant, we discovered that the breach in the moon's surface, leading into the hollow interior, was one hundred and twenty miles wide. To conduct further studies, I directed the Enterprise to fly into the breach. It was an amazing sight, being inside this great hollow globe. The reflected light of the gas giant refracted through the icy surface of the moon, and then through the crystals that floated in the hollow center. I deeply regret that a high energy sensor sweep apparently agitated a pocket of rare volatile gas, which led to the split up of the moon and a narrow escape.
As a consolation, however, the breakup revealed a deposit of starship armour grade materials that we have been able to process for collection.
[Gain +25 Bulk Resources]
-
Captain's Log, USS Sarek, Stardate 20719.3
I have beamed my security contingent back to the Sarek now that the situation appears to be resolved. After spending two days fruitlessly attempting to bring the two factions to the negotiating table, I instead arranged for transporter pattern enhancers to be placed among the belongings of the two faction leaders. Once those enhancers were on the persons of the two leaders, I had them both beamed to a meeting room on the Sarek, where I joined them. After I informed them that if either left the room under any condition without an agreement being signed, that they would be considered in revolt against Andoria, it simply became a contest of patience.
I believe that my human Academy lecturers would call this, 'a line in the sand'.
[Gain +5 Political Will]
-
Captain's Log, USS Courageous, Stardate 20720.2
A Romulan imposter! We have uncovered the source of the accidents, unfortunately too late for a pair of Betazoid aides.
The method used to determine it was ... not one I was comfortable with. With no concrete leads or evidence, I was at an impasse, until the Betazoid security head simply told me to go with my feelings. There had always been something off about one of the Ambassador's aides, and so we laid a trap for them, which netted us the saboteur.
The agreement is now signed and the Courageous is on towards her next mission, but I feel I have learned much in my time on Betazed...
[Gained +5/rp per year]
[Gained +50 diplomacy with the Betazoids]
-
Starfleet Commander's Log, Stardate 20741.1
Let the record show that Captain Nash ka'Sharren has been officially reprimanded by Starfleet Command over the incident involving the Yothu VI-7 moon.
Captain ka'Sharren has demonstrated sincere remorse for the incident, and has vowed that unlike the previous reprimands, this will certainly never happen again.
0pp + 10 + 15 + 5 = 30 Political Will
0rp + 10 + 10 + 20 = 40 - 30 = 10 Research Points
Final Stockpile with Annual Income
405 + 150 = 555 Bulk Resources
280 + 100 = 380 Special Resources
30 + 20 = 50 Political Will
10 + 25 = 35 Research Points
New Personnel Pool
Standard Starfleet: 13.25 Officer, 24.25 Enlisted, 13.25 Techs
Explorer Corps: 5 Officer, 7 Enlisted, 5 Techs
I have just returned from Vice Admiral Thunn sa'Asharr's retirement bash. For the record, this log has not been recorded under the influence of Saurian brandy.
No siree.
Rumours of my dancing with Vice Admiral's nephew may have substance to them, however.
In any event, Vice Admiral sa'Asharr has been a faithful servant of the Federation for many decades now, and a reliable steward of Starfleet's shipbuilding program. Replacing him was not easy, but I am confident that we have selected the right officer for the job.
========
Candidates for Shipyards Ops:
[ ][SYO] Vice Admiral Valentina Sousa
Human Female, 52
Current posting: Returning from sabbatical
Vice Admiral Sousa was one the handful of candidates you beat out to become the commander of Starfleet. She has been politicking heavily to lay claim to Shipyard Ops, as if she doesn't get the assignment, she will most likely be forced into retirement. If selected, gain +20 Political Will and +5/year while she is in the job.
[ ][SYO] Rear Admiral Rinias ch'Vohlet
Andorian Male, 61
Current Posting: Director, San Francisco Fleet Yards
Rear Admiral ch'Vohlet is an Andorian who despite the march of years is in the peak of fitness, and whose Sol System posting sees him spend his leave time competing in various Earth marathons. But despite his aptitude for distance running, when pushed he can drive his shipyard crews at a sprint. If selected, can pay an extra 10% resource costs to have a ship available 2Q early. (Berth will still not be available until regular time)
[ ][SYO] Rear Admiral Gellond Choss
Tellarite Male, 55
Current Posting: Commander, Starbase 4, Tellar Prime
Rear Admiral Choss is fierce and argumentative even by the standards of the Tellarites. Before the posting back to his home system, Gellond was director at 40 Eridani A, and before that superintendent of the Excelsior berth at SFFY. He was infamous even among the Vulcans for his meticulous approach to construction. It paid dividends, however, with the construction of experimental designs as he constantly spotted flaws in the construction process and browbeat people into fixing them before they became a problem. If selected, reduce prototype time and cost penalties by half.
==========================
Admiral Kahurangi sits down at the head of the table as a number of officers began to file in. Your newly selected Vice Admiral in charge of Shipyard Ops is there, with their Chief of Staff, the Directors of the Shipyards, the Planning Division Commodore, the Resource Chief Trinnarv Xursh, and a host of other key members of Starfleet's exploratory-industrial complex. An observer from the Federation Council is also present, a human man with a deceptively casual demeanour.
"Officers," you begin as the last of them takes their seats. "Welcome to the 2302 Shipyard Appropriations Meeting. I trust you will all join in me thanking the outgoing Vice Admiral Thunn sa'Asharr for his dutiful service, and in congratulating the new Vice Admiral on their appointment." A warm round of applause greets your words. "Now, we better get down to business right away because clearly, with every berth now open, this is going to be one of the more challenging, yet rewarding appropriations meetings that we have had in a while."
==========================
[ ][BUILD] Submit a Build Plan
You may select up to ONE ship of 3m ton displacement, and up to FOUR ships of 1m ton displacement.
Active Starfleet Shipyards
San Francisco Fleet Yards - one (1) large 3mt Berth, two (2) small 1mt Berths
40 Eridani A Shipyards [Vulcan] - two (2) small 1mt Berths
Current Resource Stockpile
Bulk Industrial Resources: 555br
Special Industrial Resources: 380sr
Political Will: 50pp
Research Points: 35rp
Current Personnel Pool
Standard Starfleet: 13.25 Officer, 24.25 Enlisted, 13.25 Techs
Explorer Corps: 5 Officer, 7 Enlisted, 5 Techs
Available Non-obsolete Ship Classes Explorers/Cruisers
Excelsior 2287-Now [511m, 2.3m t]