Hm yeah; an Excelsior is big enough that it probably contains (in miniature) most of the not blatantly wasteful features of a Galaxy, including a large suite of science labs and so on.

My main thought was that by and large, our sector fleet (and combat squadron) leaders are operating on ships that need to serve normal functions on a regular basis. Repurposing one of the ship's science labs is certainly possible, but then you can't use that lab for, y'know, science.

So I figure it makes more sense to say "just use the battle bridge," since that has NO function except in combat (and is therefore a good place to 'stash' the admiral and their staff), and is not strictly critical during combat most of the time either.

I think AKuz had the Romulan admiral who was aboard the Enterprise for a while during the Biophage crisis do something like that...

It mostly depended on how willing Nash was to put up with his bullshit on that particular day > : V
 
Right.

Well, the point is, they could do it, and it worked, so it's precedent.

I do have him hanging over her shoulder a couple of times and on the Battle Bridge.

I actually wonder if one of the places TBG should diverge from canon is moving the "Battle Bridge" to be less of an auxiliary command center and more towards a CIC?
 
There's no fundamental reason the two functions can't be fulfilled by the same room.

CIC, flag bridge, main bridge, they all have fairly similar requirements once you're on a spaceship. It's simply a matter of it being impractical to do all three things in the same room because:

1) CIC handles sooo much information that it gets in the way of keeping track of ship functions as a captain must do,
2) The admiral is so busy coordinating other ships that their presence on the captain's bridge is a distraction and vice versa.

I wouldn't be surprised if the auxiliary control facilities aboard an explorer were just plain multipurpose facilities that could be used for any of the three roles.

I mean, we only ever see the 'battle bridge' used as an auxiliary control room in TNG when, for plot reasons, the main cast HAS to go there to run the ship (or part of the ship). For all we know, there's routinely a crew of tactical ratings and junior officers using it as a CIC facility and piping their input up to the main bridge. But sometimes Riker and a few of the command team just show up and shove them out of the compartment because they need to use it as an auxiliary control facility.
 
Might not be online when the Ex Astra post goes up, so posting this plan now, it should be vote ready unless something new pops up.

Computing:
  • Daystrom Institute [Skill 5 Computing/Shields]: 2330s Colony Cores [unchanged]
  • Amash Hagan Research Office [Skill 2 Computing/Personal]: 2320s Research Centers [unchanged]
  • Generic Team 4 : Primitive Isolinear Computers[unchanged]
Warp Tech:
  • Yoyodyne [Skill 4 Warp Tech/Starship Construction] : 2320s EPS Safety [unchanged]
Starship Construction:
  • Office of Naval Architecture [Skill 3 Fleet Design/Starship Construction]: 2310s Starship Frames [complete] -> 2310s Starship Durability
  • San Francisco Fleetyards [Skill 4 Explorer Design/Starship Construction]: 2310s Explorer - Science [complete] -> TASK [CONSTRUCTION]
Personal:
  • Caitian Frontier Police R&D [Skill 2 Personal/Communications] : 2310s Equipment [unchanged]
Sensors:
  • Vulcan Science Academy [Skill 5 Xenopsychology/Sensors] : 2320s Targeting Sensors [unchanged]
  • Generic Team 1: 2310s Long -Range Sensors [unchanged]
Weapons:
  • Weapons Fabrication Division [Skill 3 Weapons/Starship Design]: Early ToC Weapons [complete] -> 2310s Phaser Development
  • Generic Team 2: 2310s Explorer - Engineering [complete] -> 2310s Torpedo Development
Shields:
  • Andorian Academy [Skill 4 Shields/Communication]: Shield Regeneration Project [unchanged]
Communications:
  • Starfleet Science Academy [Skill 4 Computing/Communciation]: 2310s Message Networking [unchanged]
  • Federation Broadcast Service [Skill 3 Communication/Xenopsychology]: 2310s Communications [complete] -> TASK [FBS]
Minerals:
  • Tellar Prime Academy of Mineral Science [Skill 4 Minerals/Personal]: 2310s Special Resources [unchanged]
  • All Pyllix Geological Institute [Skill 2 Minerals/Sensors]: [new] -> TASK [GEOLOGY]
Xenopsychology:
  • Spock [Skill 5 Xenopsychology/Sensors]: 2310s Diplomacy [unchanged]
  • University of Betazed [Skill 4 Xenopsychology/Personal]: 2310s Affiliates Research [unchanged]
Medical:
  • Starfleet Medical [Skill 4 Medical/Personal]: 2310s Intensive Care[unchanged]
Propulsion:
  • Intazzi Team - Grand Hive R&D [Skill 3 Propulsion/Escort Design]: [new] -> TASK [PROPULSION]
Ship Design:
  • Generic Team 3: Hospital Ship Research Project [unchanged]
  • Utopia Planitia [Skill 5 Cruiser/Explorer Design]: 2310s Explorer Combat [complete] -> Ambassador Project
Escort Design:
  • 40 Eridani A [Skill 4 Escort Design/Warp Tech]: 2310s WarpCores [complete] -> 2310s Escort - Science
Starbase Design:
  • Taves Nar Orbital Engineering [Skill 3 Starbase Design/Starship Construction] : ToC Starbase Design [unchanged]
Doctrine:
  • Cdr Kuznetsova's Tiger Team [Skill 4 Fleet Design/Foreign Analysis] : The Mission Unending [unchanged]
  • Admiral Lathriss [Skill 4 Fleet Design/Defensive] : Forward Defence [unchanged]
Foreign Analysis:
  • Games & Theory Division [Skill 3 Foreign Analysis/Offensive] : Cardassian Research [unchanged]
  • Generic Team 5: Klingon Research [unchanged]
[] Base Plan Continuity 2313
-[] Office of Naval Architecture : 2310s Starship Durability
-[] Weapons Fabrication Division : 2310s Phaser Development
-[] Generic Team 2 : 2310s Torpedo Development
-[] Utopia Planitia : Ambassador Project
-[] 40 Eridani A : 2310s Escort - Science

[] [CONSTRUCTION] San Francisco Fleetyards : 2320s Lightweight Frames
[] [CONSTRUCTION] San Francisco Fleetyards : 2320s Construction Techniques
[] [CONSTRUCTION] San Francisco Fleetyards : 4000kt Shipyard Berth

While 2320s Construction Techniques has been nerfed enormously (it used to accelerate construction) it still unlocks very powerful techs further down the line, and it allows for a 3.3mt Explorer or a 1.1mt cruiser/escort with existing berths or existing small berths.
Lightweight Frames could provide a moderate benefit for the Kepler.
The only reason to vote for 4000kt Shipyard Berth would be if you want an Ambassador > 3.3mt (with the 3.4mt frame I think up to 3.535 mt are possible).

[] [FBS] Federation Broadcast Service : 2320s Fleet Comms
[] [FBS] Federation Broadcast Service : 2320s LR Comms

Fleet Comms and LR Comms both provide very valuable bonuses for events. Fleet Comms also provides a moderate bonus to combat, LR Comms unlocks some very attractive techs.

[] [GEOLOGY] All Pyllix Geological Institute : 2310s Bulk Resources
[] [GEOLOGY] All Pyllix Geological Institute : 2320s Geological Sensors

Bulk resources would be to unlock +colony site discovery chance techs, not for the br. Due to computing and communication techs all colonies will soon offer very valuable pp and rp bonuses, starting at 1pp and 2rp per mining colony next year. If we stockpile enough br Oneiros might be embarrassed into giving us something to do with it, too, perhaps allow researching cheaper parts in ship design projects.
Geological sensors would unlock survey sensor parts and might be done in time for the Kepler, though that's not at all certain (unless we choose to wait for it). Research time without boosts 7 years, with 1 boost 6 years, 3 boosts 5 years.

[] [PROPULSION] Intazzi Team - Grand Hive R&D : 2320s Impulse Drive
[] [PROPULSION] Intazzi Team - Grand Hive R&D : 2320s Endurance

I would say Matter Storage has a bigger effect than Impulse Engines, both on the D stat and as it tiers up. However, the one advantage of going Impulse Engines would be a marginal increase in evasion.


If you want to vote for some other project for one of the TASKs just write it in, do make sure it's unlocked (check all lower tier projects in that research field on whether they say lead to it too, there are editing errors in some of the project descriptions) and not already being researched though.

Recommended Boost vote:

[] [BOOST] Generic Team 3, Daystrom Institute

This saves some rp until next year and pulls the Daystrom Institute boost we would otherwise have to do next year (even if it meant deactivating a team) a year up, meaning maximal flexibility next year and some insurance against bad luck with events.
 
While 2320s Construction Techniques has been nerfed enormously (it used to accelerate construction) it still unlocks very powerful techs further down the line, and it allows for a 3.3mt Explorer or a 1.1mt cruiser/escort with existing berths or existing small berths.
Lightweight Frames could provide a moderate benefit for the Kepler.
The only reason to vote for 4000kt Shipyard Berth would be if you want an Ambassador > 3.3mt (with the 3.4mt frame I think up to 3.535 mt are possible).
@Nix - Any estimates for how long Construction Techniques, or 4000kt Berths for that matter, would take?
 
@Nix - Any estimates for how long Construction Techniques, or 4000kt Berths for that matter, would take?
4000kt berths is a tech with just one subtech, which costs 60 RP. By contrast, Construction techniques is a 5 subtech tech, each of which is 40 points. SF yards is a skill 4 group but we have a commander that gives us +2 to all construction techs. So both of them take 4 years with no boosts, and getting them down to 3 takes more boosts than I want to contemplate.

I would make predictions about starship durability, but I think that tech is probably gonna get some boosts from examinations of the battle-damage we've suffered in recent fights.
 
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Just looking to bounce ideas around:

Does anyone have any thoughts on where a Starfleet flag officer might command their squadron from (e.g. Rivers at Deva IX?) The obvious place to do it on an Excelsior would be the auxiliary bridge or battle bridge, which could be used as a flag bridge in a pinch.

The example you give is during a battle where the entire squadron is fighting, but I think that in peacetime regular sector squadrons are often commanded from their local Starbase. The function the sector commodore is performing is planning missions, prioritizing non-emergency requests, tracking resupply and minor refit/repairs, and that sort of thing. Things they don't need to be on a ship to do, but which benefit more from having access to the sensors and communications of a starbase.
 
Can we actually go for a 3.5 mt Ambasador?

If so that would be worthwhile, as it wpuld have a longer service life with refits. And might get more stuff cramed in now, for more guns, shields, armor and systems to prepare our heavy unit for the cardasian war.

The Spoo heads will definately try some new things with our Gabriel Expanse performance, so we ought to prepare a surprize of our own. If we can, of course.
 
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Can we actually go for a 3.5 mt Ambasador?

If so that would be worthwhile, as it wpuld have a longer service life with refits. And might get more stuff cramed in now, for more guns, shields, armor and systems to prepare our heavy unit for the cardasian war.
We got a time window of ~3 years for the Cardassian war before our plans were derailed; Ambassador needs a prototype and afterwards production starts? Or do I mix stuff?
 
So both of them take 4 years with no boosts, and getting them down to 3 takes more boosts than I want to contemplate.
In that case we're probably off with Starship Construction. That would allow 3.3mt Ambassadors to be built around the same time as we need to start the prototype while 4000kt shipyards wouldn't be of use to the Ambassador since we'd have to delay it years while the shipyards are built.
 
Can we actually go for a 3.5 mt Ambasador?

If so that would be worthwhile, as it wpuld have a longer service life with refits. And might get more stuff cramed in now, for more guns, shields, armor and systems to prepare our heavy unit for the cardasian war.

The Spoo heads will definately try some new things with our Gabriel Expanse performance, so we ought to prepare a surprize of our own. If we can, of course.

In that case we're probably off with Starship Construction. That would allow 3.3mt Ambassadors to be built around the same time as we need to start the prototype while 4000kt shipyards wouldn't be of use to the Ambassador since we'd have to delay it years while the shipyards are built.

Right now in SDB, the consensus is a 3mt Ambassador.
 
I did experiment a little with the 3.4mt hull and couldn't really get much worthwhile out of it especially because build time would go up even more to 5.5 to 6 years. It's certainly possible but I would recommend 3mt, if only to save pp.

e: If build times are reduced I'd revisit it.
 
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@Nix
2320s Impulse Drive is no longer a thing.

T3 Fusion Power does installation buffs. And the shield buff subtech is a 20 point tech. You might want to add that one to the picks.

Also holy shit we need another Propulsion Team ASAP.

@OneirosTheWriter
Impulse Reactor LVL* is in both T* Sublight Motion and T* Fusion Power. Is this WAD?
 
@OneirosTheWriter I remember you saying if we progressed down the warp tree we could develop theories that would allow the Council to let us restart transwarp experiments. Is this still the case, and/or do we need propulsion techs as well?
 
2313.Q3 - Ex Astris Scientia
[X][EXCEL] Send the Avandar. Replace it on garrison in Ferasa Sector by detaching the Yukikaze from the Anti-Syndicate Task Force and bringing in the Stalwart from Tellar Sector. Personal note to Ainsworth, highest encryption. "The pantry is now bare, Rachel. No more reinforcements until second quarter next year. Plan accordingly."

[X][FREIGHT] Send 2 extra freighters, 2 extra Cargo Ships (-15pp)

[X][OPS] Rear Admiral Nyota Uhura

Personal Log, Valentina Sousa

At many times in history, for species, a new larger, more powerful ship than ever would be referred to as the sword of the nation. The sword, the shield, the trappings of martial prowess. They become 'Conqueror' or 'Victory'. Rather we have the Ambassador, and it will be the lantern of the Federation that shines the light into all of the pockets of the universe where there is knowledge to gain, civilisations to meet, and wonders to dive among.

I've seen the design sketches, and this starship will be like no other. A true explorer, capable of doing everything, something that completely overturns all that came before it.

Computer, End Log

QM/N: There is a placeholder Ambassador project. At some point over the next in-game year, we will vote on the final design and stats for the Ambassador class explorer.

==========================================================

Current RP Pool = 263pt

8pts are required to activate a Tech Team
263 / 8 = 32 rem 7

32 Tech Teams may be activated. Unused rp will carry forward to next year

The following Tech Team assignments are carrying over:

Daystrom Institute: 2330s Colony Cores
Amash Hagan: 2320s Research Centers
Generic Team 4 : Primitive Isolinear Computers
Yoyodyne : 2320s EPS Safety
Vulcan Science Academy: 2320s Targeting Sensors
Generic Team 1 : 2310s Long -Range Sensor
Andorian Academy: Shield Regeneration Project
Starfleet Science Academy: 2310s Message Networking
Tellar Prime Academy of Mineral Science : 2310s Special Resources
University of Betazed: 2310s Affiliates Research
Spock: 2310s Diplomacy
Starfleet Medical : 2310s Intensive Care
Taves Nar Orbital Engineering : ToC Starbase Design
Generic Team 3: Hospital Ship Research
Generic Team 5: Klingon Research
Starfleet Tactical Command - Games & Theory Division: Cardassian Research


ZERO TEAMS MUST BE DEACTIVATED



[ ][PLAN] Submit a Research Plan, using up to thirty-two Tech Teams (Only changing teams need to be listed)

For an additional +10rp each, an extra Inspiration roll will be applied to a team. Up to five teams may be boosted.
[ ][BOOST] List teams to Boost

For list of tech areas and teams, please see: The State of Play - Research Megapost

A/N: As always, if anyone has a better logo for the more recent teams, all submissions are welcome.
Currently looking for:
Amash Hagan
Intazzi
All Pyllix Geology
Caitian Frontier Police
Taves Nar
Weapons Fabrication
 
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@OneirosTheWriter
What does Forward defense: [T3] Mutual Support: 0 / 25 Propulsion Focus (+2 to Defence/Response research) do? I'm not sure how you decide if a subtech is Defense/Response related anymore.
 
So as we're in a near constant state of cold war with the cardies, and the Orion Syn has given us fits. We've also lost two or three of the Excelsior over the years to combat or ambush. This isn't going to be the under gunned Ambassador from the OTL is it?
 
Heads up, I've finished off the new Propulsion tech tree.
I like how interlaced the techs are, but I don't know if I like the number of little typos and how much blind copy-paste is going on. For instance, both the 2320s and 2330s civilian drive systems have a description as "Sublight starship propulsion systems" and the second one alludes to two techs that you haven't finished yet, 2340s Civilian Warp Systems and Advanced Civilian Drives. Actually, nearly every tech has either the 'Starship propulsion systems' thing or the 'science and mechanics of mobility in space' thing.

All the following techs have no listed benefits right now-mostly higher up the tree, but still worth reminding you about I feel.
2330s Sublight Motion, 2340s Sublight Motion, Next Generation Impulse, 2340s Fusion Power.
 
Are there any electronic warfare techs (hacking, taking control of another ships' systems, etc.)? I didn't see any under computing - would it fall under something else?
 
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