Nice work.

I can see influences from the Connie, Galaxy, and Excelsior all in there.

It looks a Connie saucer. The nacelles are the lovechild of the Galaxy and Connie Nacelle with Connie nacelle strut patterns at a Galaxy positioning.

The engineering section looks like you mated the overall shape of the Connie front section to an Excelsior flush deflector and then mixed Galaxy and Excelsior lines in back.

Very nice.
 
So I was looking at a quote from a Captain's log at the end of last year.

Captain's Log, USS Courageous, Stardate 24930.4

The Yrillians are sceptical of the will of the Federation to commit to a war if it comes to it against the Cardassians or the Sydraxians. While they accept that we are larger, more powerful, especially so compared to the Sydraxians, we are nonetheless unlikely to commit to the fight properly.

There are few things I hate more than 'hard men making hard decisions' type arguments. So I may have pontificated a little. The advisers have withdrawn for now to decide on the Yrillian government's reaction.

I wonder if Ainsworth's plans to fight the Sydraxian fleet will have some positive effects on that front. Will it be the demonstration they need that the Federation is willing to commit to a fight?
 
I can't really take credit for the design. It's heavily based on the design schematics from the Advanced Starship Design Bureau, but modified to raise the nacelles (there was some discussion earlier on that). The saucer is actually has quite a bit of the Galaxy in it too, being mostly convex, with a flat, level bit underneath. The saucer edge is quite Connie-like though, you're right. The nacelles are basically in the Ambassador/Galaxy lineage, and the aft engineering hull and shuttlebay are actually quite close to the Intrepid! Not sure what the design of the deflector most matches, though...
 
Last edited:
So I was looking at a quote from a Captain's log at the end of last year.

I wonder if Ainsworth's plans to fight the Sydraxian fleet will have some positive effects on that front. Will it be the demonstration they need that the Federation is willing to commit to a fight?
If it works? Oh hell yes.
 
I know our Research Points budget might be tight this year, but I think we will need to spend a Boost in the Hospital Ship design project. This has become a political issue with the Pacifists going heavy in on increasing the number of ships. It's important that Starfleet not be seen to have dawdled on it and to be able to start the prototype just as soon as our new Auxiliary Yard opens in Amarkia next year. We already assigned a mere generic team to it, with the argument that we could still finish in two years with a Boost. Well, now it's time to pay up on that, even if it means not activating a team. Either that, or assign a Cruiser team to it that can finish the job this year.

@Nix opinion? You're generally the keeper of our research plans.
 
I know our Research Points budget might be tight this year, but I think we will need to spend a Boost in the Hospital Ship design project. This has become a political issue with the Pacifists going heavy in on increasing the number of ships. It's important that Starfleet not be seen to have dawdled on it and to be able to start the prototype just as soon as our new Auxiliary Yard opens in Amarkia next year. We already assigned a mere generic team to it, with the argument that we could still finish in two years with a Boost. Well, now it's time to pay up on that, even if it means not activating a team. Either that, or assign a Cruiser team to it that can finish the job this year.

@Nix opinion? You're generally the keeper of our research plans.
Actually we have the RP thanks to q1 and starting the Ambassador project. I think we got 40 or 50 from q1 and needed 60 total to activate all teamset and boost hospital ships. And there is still q2 to gain more

Edit
We need 50 to activate all tech teams and 10 more per boost, we gained 50 rp in q1 and an unkown amount from starting the Ambassador project, last time we got 30.

With one more quarter it is likely we can hit the max of 5 boosts with RP left over.
 
Last edited:
I know our Research Points budget might be tight this year, but I think we will need to spend a Boost in the Hospital Ship design project. This has become a political issue with the Pacifists going heavy in on increasing the number of ships. It's important that Starfleet not be seen to have dawdled on it and to be able to start the prototype just as soon as our new Auxiliary Yard opens in Amarkia next year. We already assigned a mere generic team to it, with the argument that we could still finish in two years with a Boost. Well, now it's time to pay up on that, even if it means not activating a team. Either that, or assign a Cruiser team to it that can finish the job this year.

@Nix opinion? You're generally the keeper of our research plans.
We are at 198 rp and need 208 to activate all existing teams, if the Ambassador project gives 30 rp as expected we should be able to afford 2 pushes without any further rp events (whether that's advisable or we should instead save some rp for next year is another question). Depending on the exact cost of the Ambassador project assigning the Utopia Planitia team to the hospital ship project and the SFFY team to the Ambassador might also be an option.
 
Last edited:
We are at 198 rp and need 208 to activate all existing teams, if the Ambassador project gives 30 rp as expected we should be able to afford 2 pushes without any further rp events (whether that's advisable or we should instead save some rp for next year is another question). Depending on the exact cost of the Ambassador project assigning the Utopia Planitia team to the hospital ship project and the SFFY team to the Ambassador might also be an option.
We are 208 actually, we had 158 end of year and gained 50 rp in quarter 1 which is way above what we expected. The Ambassador boost will let us boost a couple of projects.

Also our rp income is going up by 10 at least thanks to the colony finishing and additional rp from indoria. Not sure if Apiata will have an increased rp income from membership.

Edit:
To put that gain of 50 rp from q1 in perspective, last year we gained 55 rp from events over the course of an entire year, this year we had almost that much in the first quarter
 
Last edited:
We are at 198 rp and need 208 to activate all existing teams, if the Ambassador project gives 30 rp as expected we should be able to afford 2 pushes without any further rp events (whether that's advisable or we should instead save some rp for next year is another question). Depending on the exact cost of the Ambassador project assigning the Utopia Planitia team to the hospital ship project and the SFFY team to the Ambassador might also be an option.

Yes, but we may well get two more teams from the Indorians and the Apiata, respectively.
 
We need 12 points to finish. We get 8 points from admirals, techs, and inspiration. Therefore we need four points from teams. Which means we can have the San Fransisco Fleet Yards handle it since they're level four.

Edit: Also we somehow applied Generic Team 3 to both Explorer Engineering and the Hospital ship last year.
 
Last edited:
Expected rp income gains this year: 10, 3 from indoria and 7 from research colony
Expected rp income gains next year: 29
24 from colony core tech giving 2 RP per non research colony and 5 from another tech, comms I believe.

Currently we expect two more tech teams thanks to new members which increases rp needed by 16 this year, so net we are down 6 this year and up 23 the following year

156 income eoy 2313
185 income eoy 2314
 
Last edited:
Expected rp income gains this year: 10, 3 from indoria and 7 from research colony
Expected rp income gains next year: 29
24 from colony core tech giving 2 RP per non research colony and 5 from another tech, comms I believe.

Currently we expect two more tech teams thanks to new members which increases rp needed by 16 this year, so net we are down 6 this year and up 23 the following year

168 income eoy 2313
197 income eoy 2314
Colony cores RP is three research turns out, two if the dice favor it.
Next comms RP tech is three out, two with dice blessing as well.

Which means they don't impact our research point budget for three or four more research phases.

Huh, I think we got shorted one point of hospital ship research last turn. We should have gotten +2 from techs and +2 from staff, not +1 from techs and +1 from staff.
 
Colony cores RP is three research turns out, two if the dice favor it.
Next comms RP tech is three out, two with dice blessing as well.

Which means they don't impact our research point budget for three or four more research phases.

Huh, I think we got shorted one point of hospital ship research last turn. We should have gotten +2 from techs and +2 from staff, not +1 from techs and +1 from staff.
Colony Cores finishes in two turns with one boost, and 2310 message securry is two turns with no boosts thanks to inspiration

+8
21 / 40 DataNet 2.0 (Research Net II) (Gain +5 RP/year)
28 / 40 Regional DataNet (Colony Research Net I) (Research Colonies cost -1 pp)

2 years is 16 more points plus 10 inspiration points.

Edit:
+10

10 / 40 Colony Mainframe (Colony Mainframe I) (+2 rp/year per non-Research Colony)
15 / 40 Tellarite Process Engineering (Core Systems I) (+1 pp/year per Colony)

2 years gives 20 to each, leaving them at 30 and 35 with 10 points of inspiration so if we boost once both finish.
 
Last edited:
Remind me again, when and why we have a deadline on designing the hospital ship of this nature? This is an entirely new class of hospital ship, the first in (presumably) fifty years or so. Why do some believe that we will be in political trouble if we don't rush the design?
 
Remind me again, when and why we have a deadline on designing the hospital ship of this nature? This is an entirely new class of hospital ship, the first in (presumably) fifty years or so. Why do some believe that we will be in political trouble if we don't rush the design?
For me I want it done as soon as possible so that they can start producing them so boosting to finish this year let's starfleet medical start expanding their numbers sooner which also means it is less likely they need to call on an excelsior to cover a medical emergency
 
Remind me again, when and why we have a deadline on designing the hospital ship of this nature? This is an entirely new class of hospital ship, the first in (presumably) fifty years or so. Why do some believe that we will be in political trouble if we don't rush the design?

Exactly because the old one is so old and its ability to meet the greatly increased demands placed on Starfleet is somewhat questionable.
 
Exactly because the old one is so old and its ability to meet the greatly increased demands placed on Starfleet is somewhat questionable.
That makes it important to do the new design (as we already agreed to do) and start building hospital ships as soon as the design is finished (as we are already committed to doing).

What I don't understand is why this requires us to go to abnormal lengths to rush the hospital ship design as though it was an emergency need.

For me I want it done as soon as possible so that they can start producing them so boosting to finish this year let's starfleet medical start expanding their numbers sooner which also means it is less likely they need to call on an excelsior to cover a medical emergency
If we were not otherwise short on RP to the point of being in danger of not being able to continue research on all our teams at all, I would be more agreeable to this proposal.

Since the RP budget is clearly rather tight, and we are no longer sitting on a big pile of surplus RP, I would tend to say that letting things take their natural course at a normal rate of progression is good enough.
 
That makes it important to do the new design (as we already agreed to do) and start building hospital ships as soon as the design is finished (as we are already committed to doing).

What I don't understand is why this requires us to go to abnormal lengths to rush the hospital ship design as though it was an emergency need.

If we were not otherwise short on RP to the point of being in danger of not being able to continue research on all our teams at all, I would be more agreeable to this proposal.

Since the RP budget is clearly rather tight, and we are no longer sitting on a big pile of surplus RP, I would tend to say that letting things take their natural course at a normal rate of progression is good enough.
RP is not an issue for this turn, even with two new tech teams we have enough for 1 boost and that is assuming no RP gains in quarter 2.
 
Remind me again, when and why we have a deadline on designing the hospital ship of this nature? This is an entirely new class of hospital ship, the first in (presumably) fifty years or so. Why do some believe that we will be in political trouble if we don't rush the design?

The hospital ships we have are insufficient to meet our needs, but we can't build any more because there's a new design on the way and no one wants to waste resources on a 50 year old (possibly older!) design. There's been grumbling about it.

That makes it important to do the new design (as we already agreed to do) and start building hospital ships as soon as the design is finished (as we are already committed to doing).

What I don't understand is why this requires us to go to abnormal lengths to rush the hospital ship design as though it was an emergency need.

Calling it "abnormal lengths" and "emergency need" is perhaps overblowing it. All I'm arguing is putting it at a slightly priority. When you put it as "get new hospital ships a year earlier" versus (for example) "finish a personal equipment technology a year earlier" it hardly seems unreasonable.

After all, we'll even mechanically benefit from these hospital ships, as they'll add bonuses to certain Events.
 
Back
Top