PP and personnel questions aside, Seruk is just starting to really piss me off. For all his stubborn, myopic insistence that no one can EVER stay in place for too long, he has a massive blind spot where he himself is concerned.

The man is a hypocrite of the highest order, and an obstruction to the optimal management of Starfleet.
 
You want a cruiser berth. That's 12pp. You could then request four more as well, for the low low price of an additional 20pp, giving you five of them. Or you could retire Seruk instead.

This is what I mean by opportunity cost. You're not even paying attention to the things you could buy instead.

No... you're misreading it. What it means is that the first cruiser berth costs 12pp, the second one costs 17pp in addition to the cost of the first one, the third one costs 22 pp in addition to the cost of the first two, and so on.

Look, Admirals give some goddamn great bonuses. Another Admiral bonus would be worth 20 pp to me easily.
 
That's not what +5pp means. It means the first one is 12pp, then the next one is 17pp, then 22, and so on. Did you really think Oneiros would let us spam unlimited berths like that?

Honestly? It makes perfect sense to do so. It's about economies of scale; the longer the production run the less the individual unit cost. It would be easier to build multiple berths at the same time and economize the need for construction personnel and equipment comparative to constantly activating and deactivating them every few years. And we get everything else discounted at UP.
 
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2314 Snakepit List based on last year's costs and projected ~200 pp.

Request Cruiser berth at Utopia Planitia, 12pp (6 turns, gain new 2m t berth) [Can take multiple times, +5pp per subsequent build]
Request new Shipyard at Amarkia, 35pp (12 turns, 1 3mt Berth, 1 1mt Berth) (might switch this one put for Apinae depending on costs/returns there)
Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
Request Science Academy Development, 15pp (Gain +1 Techs throughput)Request new Tech Team to be added to your Ship Design Bureau, 20pp - Medical and Ship Design: Cruisers (justification is that this is spinning out of the team that designed the new medical ship
Request focused Diplomacy on a potential member species, 20pp - Ittick-ka
Request focused Diplomacy on a potential member species, 20pp - Yrillians or Gretarians
Arrange to have an Old Guard Admiral convinced it is time to retire, 20pp - Admiral of Personnel (It's time, and the repalcement might give us a crew bonus which we sorely need)
Up to 2 or 3 Mining or Research colonies, depending on what's available.
I would rather get the expansion for an additional 3mt and 1mt berth at Utopia if we can so we can use the 3mt to pump out excelsiors and ambassadors, 2 cruiser berths would be 29 PP and take 6 turns instead of the 4 turns for the 1mt and 3mt berth. Also if the Apiata shipyard is the same cost as the Amarkia one I would like it there to provide more support for the GBZ, though that would take time to get it into operation. Also a Starbase for the KBZ would be a good idea if we have the PP for it.


Oh well. We'll probably get a tech team out of it.
We get tech teams when affiliates become members.
 
For a special irony we could VA Personnel and then not promote him into that spot.

I think I'd rather have Seruk if he didn't have Old Guard though.
VA Personnel is sadly not an option.
Honestly? It makes perfect sense to do so. It's about economies of scale; the longer the production run the less the individual unit cost. And we get everything else discounted at UP.
No, every other shipyard has that same notation. Actually, UP hasn't had it before on Cruiser berths.
 
Honestly? It makes perfect sense to do so. It's about economies of scale; the longer the production run the less the individual unit cost. And we get everything else discounted at UP.

Except pp isn't about material cost, it's about political will. We have to argue to the Federation Council that investing in these berths is a worthwhile decision. The more berths we request in one place, the more they start questioning why we need so many berths and why they are all around a single planet.
 
Except pp isn't about material cost, it's about political will. We have to argue to the Federation Council that investing in these berths is a worthwhile decision. The more berths we request in one place, the more they start questioning why we need so many berths and why they are all around a single planet.

If you honestly believe that material costs do not factor into political costs of things we request from the Council then you should probably just stop and think about what you're saying for a bit, because it's utterly ridiculous. They have to.
 
That might be worth putting on the to-do list. Not sure if we can put a starbase in an affiliate's system, though, and NOT putting the KBZ starbase over Caledonia would dumb.

I don't think Caladonia will stay in the KBZ when they join as full members. Also they may already have a Starbase. Guess we should probably ask @OneirosTheWriter

e: While we're on the topic of starbases, Indoria or a GBZ location are also high priority.
 
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I would rather get the expansion for an additional 3mt and 1mt berth at Utopia if we can so we can use the 3mt to pump out excelsiors and ambassadors, 2 cruiser berths would be 29 PP and take 6 turns instead of the 4 turns for the 1mt and 3mt berth. Also if the Apiata shipyard is the same cost as the Amarkia one I would like it there to provide more support for the GBZ, though that would take time to get it into operation. Also a Starbase for the KBZ would be a good idea if we have the PP for it.

I thought long and hard about a KBZ starbase, but here's the problem. We can't build one around Caldonia unless it becomes a member, and the best candidate for building one absent that is pretty close to Caldonia. So it seems like we're stuck waiting. I also thought about building one at Indoria, but it's literally right next to the CBZ starbase, and there doesn't seem any point having two so close together.

I don't think Caladonia will stay in the KBZ when they join as full members. Also they may already have a Starbase. Guess we should probably ask @OneirosTheWriter

We have two major worlds with their own Council representation in the Sydraxian Border Zone, so there's nothing preventing it in principle.
 
If you honestly believe that material costs do not factor into political costs of things we request from the Council then you should probably just stop and think about what you're saying for a bit, because it's utterly ridiculous. They have to.

I never said it didn't matter, just that it isn't the primary factor. Post scarcity society, remember? Apart from the really rare materials that mostly get used for starships, the Federation can afford a lot. It's just a question of how important they think it is.
 
Indoria is relevant as a fallback location for if Starbase 9 has to be abandoned. Otherwise it's a long retreat to safety.

e: I'd also consider a starbase at Grrizzi. We don't want our defenses to just have one hard point. Two starbases, one behind the other, is relevant where borders are set, like the Cardassian front.
 
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We've never had the option to VA Personnel listed. I think we need to remove the Old Guard first.
Edit: I do think that I may add a VAdm option to combined Academy and Personnel together, and possibly drawing in Starfleet JAG.
From the last of the many conversations we've already had on the subject. And also on that note, reminder again that many IRL navies, including the UK which is roundabouts our size in organizational structure, have a VADM for Personnel/Training.
 
Because it was a thing we were explicitly warned might happen when were first introduced to the whole Ked Paddah / Licori affair?
We were warned that the Ked Paddah might be fighting the Gaeni, were they not already fighting the Licori. However, the Gaeni are now close affiliates of a much larger and more powerful nation, one which is likely to absorb them into its ranks within the next decade or less. This is likely to affect the Ked Paddah's calculations, to the point where I deem a Ked Paddah attack on the Gaeni unlikely.

So no, we were never told "after the Ked Paddah beat the Licori, assuming they do, they will automatically attack the Gaeni next."

Point. The Romulans aren't in that wierd spot starfleet is where a main constraint on our capability is political. That was a pragmatic AND sentimental decision for us. And they don't have anything capable of that kind of mission other than their brand spanking new Heavy Warbird, and they don't have any kind of institutional experience. While I'd argue that there's certainly pragmatic value in getting an in with the people who make FTL-capable Starbase Vs with integral capital shipyards, it's probably not worth it here for them.
I agree with your analysis that the Romulans aren't so likely to send ships with the Kadeshi. However, I would like to point out that the Romulans ARE in a situation where one of their main constraints is political. The difference is that their political system is different and has different weak spots. It's an oligarchical system with a high rate of intrigue and a high level of deadliness for people involved in politics, plus a powerful secret police force.

If we were running Romulan Quest, we'd have different political mechanics but we'd still have them. In place of militarization we might have, dunno... Stability or something. Where we constantly have to tread a line between doing seemingly advantageous things that will make the Tal Shiar and the Senate worry about our political ambition, versus curtailing the capabilities of the fleet in ways that will make us seem more 'safe' to those organizations.

In my opinion a lot of the problems with the Cardassians stems from the fact that we are both "unused" to each other and lack any established connections meaning that we have a very hard time relating to each other (leading in turn to mistrust and antagonism). However this is already starting to disappear with both sides getting a feel for each other, establishing clear schemata for dealing with each other and solving things like the unclear border bit by bit (if in a rather radical manner when we take the Gabriel zone as an example) which in my eyes should result in us/the Fed viewing them as far less of a threat simply because they are no longer an unknown quantity. The same like we do still respect the Klingons but don't live in a constant fear of them attacking us.
The thing is, the Federation did live in constant (justified) fear of Klingon attack for almost all of the 2200s.

Relations with the Klingons were extremely antagonistic during the TOS era and remained antagonistic through the movie era, right up until the events of The Undiscovered Country in 2293. Even as recently as 2285, the Klingons were terrified of the Genesis Device, demanded information on it, and were prepared to blow up Federation ships on covert missions aimed at obtaining a copy.

Things were extremely tense and in current game terms the Threat Level was very high... right up until "the wall came down in space." And that wasn't brought on by the Federation and the Klingons suddenly deciding to like each other, either. It was a result of a huge industrial accident that gutted the Klingon homeworld and economy, making them literally unable to continue competing with the Federation on such aggressive terms.

Unless something like the Praxis disaster happens to the Cardassians and forces them to stop trying to compete with us on a Cold War footing, the threat they pose to the Federation is unlikely to decline much over time.

@OneirosTheWriter If we can't have cloaks, can we use hologram tech to emulate the Red Alert Mirage System or make a space submarine that 'dives' into subspace like the UX-01 in Yamato 2199?
Since there is no indication that such things are possible in Star Trek, I'm guessing 'no.' Our ships do have a variety of tricks they can use to muffle their sensor signatures, hide in natural space phenomena, or sneak up on an enemy undetected, though.

Sure, why not. Maybe we can make a deal with the Romulans and stick a cloaking device on it like the Defiant.
I kind of doubt we'll be able to accomplish that, unless it's under very similar conditions. In other words, we're building the cloaked ship to investigate events in a whole different quadrant of the galaxy, to learn about something that potentially threatens both us and the Romulans equally.

Right now, the Federation and Romulans have a state of... familiarity... that is better than relations ever were in canon. But I think a lot of that willingness to talk and trust a little on the Romulans' part comes from the knowledge that they have a few significant military advantages, chief among them being the cloaking device... and that we are too busy worrying about Cardassia to be a direct threat to them. It would require something very, very extreme to drive the Romulans close enough to the Federation diplomatically that they'd be willing to share cloaking technology.

Oh yes, that's been my biggest concern about the whole thing for a while.

To be fair, we're doing a lot of mentat trash talking but help from a mentat saved a Betazoid colony not that long ago. So they have their positive sides as well.
I don't want to force the Licori to stop having mentats at all. I do want to make sure they don't recklessly endanger the rest of the galaxy.

There is a line here that we are playing Starfleet, not the Federation. There comes a point where that sort of thing shouldn't be under player control.
We've already had issues because we are unable to request diplomacy to neutrals. I feel dealing with people that you don't want to join is more of a Starfleet role than trying to expand the Federation, which really has little to do with Starfleet at all.
To respond to Briefvoice, I agree that it shouldn't be under player control, but it should clearly be under someone's control. And since we're playing the organization responsible for the Federation's security, we need to be able to take reasonable steps to avert threats blowing up in our faces due to inaction on our part (e.g. what happened with the Dawiar).

Oneiros is clearly taking steps in this direction by having the FDS more openly and actively seek contact with neutral outside parties, investigating them, and telling us what we're learning from them. I think that's very good of him, and it's helping us avoid what was becoming a rather toxic situation a few in-game years ago. It wasn't that long ago when we were having to burn political capital in order to twist the Council's arm just to get them to acknowledge that they needed to deal with basic issues of security and external diplomacy at all.

And that told me nothing but their name. @anon_user was much more helpful.
Well, we don't know much at all at this point. Our sole interaction with them is in 2313 Q2 M3. That's it.
Frankly, in game time, June 2313 wasn't that long ago. It's entirely possible that even if the Council and diplomats were frantically trying to learn more about the imperialist space bugs, they would still not have had time to compile useful reports on them. We shouldn't expect a wealth of random information falling into our laps about totally new alien species we've never met before.

I see a lot of comments revolving around the lack of a neutrality mechanic.

Thing is... As the Feds, our primary hat revolves around diplomacy. We broker peace and bridge the gap between peoples as different as the Risans and the Amarki, and both human and Vulcan. We assimilate and adapt new peoples to the Federation, but the Federation as a whole encompasses a great deal of very different cultures in a loose framework for mutual support.

Perhaps the lack of a neutrality mechanic is because our "faction perk" so to speak is that we don't need one. All peoples, in time, may become one of us. E Pluribus Unum; Ex Astris, Scientia.
I like this idea, but it's kind of impractical for us to try to apply it while at the same time dealing with hostile alien empires that like to vassalize other species and use them to hem in our borders (the Cardassians) plus various species that have grown too big and strong to be absorbed (the Romulans and Klingons). Furthermore, it's predicated on the idea that the 'manifest destiny' of the Federation is to expand rapidly in all directions with few or no limits- which is a political stance shared by only a minority of the Federation, namely the minority that backs the Expansionist Party.

We shouldn't confuse the Expansionist version of the Federation dream for the only version of the Federation dream.

Or if we're down to 12pp we could save it till next turn.

Edit: And I think we need more aux berths more than we need regular ones right now. We're not berth limited ATM, the council's getting irritated about the freighter issue, and we still owe the pacifists a bunch of hospital ships.
Building a huge swarm of auxiliary berths right now is likely to put us in a situation where in 10-15 years we have no idea what to do with all our extra auxiliary berths. Let's at least try to get a reasonably accurate picture of the construction levels in the Amarkia Yard at its present size before we start planning expansions.

If you honestly believe that material costs do not factor into political costs of things we request from the Council then you should probably just stop and think about what you're saying for a bit, because it's utterly ridiculous. They have to.
Night, I'm not sure how to make this more clear to you, but that "+5 per subsequent berth" means exactly the opposite of what you're arguing it means. We already know this, because it's already happened to us at other shipyards.

It means that the first berth of a type will cost X, the second costs X+5, and so on. It does NOT mean we can build one berth for cost X and then get unlimited extra berths for a flat rate of five per berth. Okay? We already know this. Go back and read the discussions surrounding past snakepits.

I thought long and hard about a KBZ starbase, but here's the problem. We can't build one around Caldonia unless it becomes a member, and the best candidate for building one absent that is pretty close to Caldonia. So it seems like we're stuck waiting. I also thought about building one at Indoria, but it's literally right next to the CBZ starbase, and there doesn't seem any point having two so close together.
There's been discussion of building a starbase at Shrantet or Biroth, as I recall. There are arguments for doing that. It'd provide a bit more security for Risa. It'd secure an area that's fairly insecure overall at the moment (either the Dawiar OR these imperalist bug dudes could hit it). It'd help us get a clue about how far the Klingons are exploring/expanding to spinward (which we don't really have much information on). And it'd NOT be redundant to do that and fortify Caledonian space, because those areas are actually quite far apart.
 
So the next Shipyard Operations vote is closer than the next Snakepit vote, so I'd like to address that. Here's what I'm thinking:

  • SF Berth A - Leave open; prepare for Ambassador prototype in 2316.
  • SF Berth 1 - Begin Renaissance Build in 2314.Q2 (dual build for Chen's bonus)
  • SF Berth 2 - Begin Renaissance Build in 2314.Q2 (dual build for Chen's bonus)
  • 40 Eridani Berth A - Leave open (thus allowing us to start a dual Excelsior build with Berth B in 2315.Q1)
  • 40 Eridani Berth B - Occupied
  • 40 Eridani Berth 1 - Begin Miranda Refit in 2314.Q3
  • 40 Eridani Berth 2 - Begin Miranda Refit in 2314.Q3
  • Ana Font Berth A - Occupied
  • Ana Font Berth 1 - Begin Renaissance Build in 2314.Q2 (not a dual build)
  • LOCF Berth A - Occupied
  • LOCF Berth 1 - Occupied
  • UP Berth A - Occupied
  • UP Berth B - Occupied
  • UP Berth C - Occupied
  • UP Berth 1 - Begin Renaissance Build in 2314.Q2 (triple build for Chen's bonus)
  • UP Berth 2 - Begin Renaissance Build in 2314.Q2 (triple build for Chen's bonus)
  • UP Berth 3 - Begin Renaissance Build in 2314.Q2 (triple build for Chen's bonus)



Any major issues with that?
 
Night, I'm not sure how to make this more clear to you,

Then be quiet, because that's no longer the subject of discussion and adding to the dogpile reflects rather poorly, doesn't it?

Now, if you want to argue that the material cost of something is totally unrelated to the PP cost, or is related to the PP cost, which is where we are at the post you quoted, you might have something to add.

A berth doesn't come out of our material budget. Somebody's paying BR and possibly SR for the things. Some of the PP cost reflects having to come up with that. I don't think that's a radical idea.
 
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What's with that -0.65 O in 2315Q4?

Basically, I stick a projected -1 to all standard crew in at the end of Q4 every year to account for casualties. It might or might not happen, but you should take it as an indicator that crew is getting tight around that point. Worst comes to worse, we might end up having to delay the crewing of a ship or the replacement of casualties on a ship that has been damaged.

Can't we use SF berth A for a refit during the year before we start the ambassador?

The refit design takes 6 turns, so it won't be available until 2314.Q4. I figure we might as well not commit to anything in that last quarter right now, and we can always do an Excelsior refit starting 2315.Q1 in the 2315 vote if people want to do that.

We could make an entire escort there. Now that we know the date I don't see a good reason to hold it. Repairs would be a more justified reason but SF-A is too far from the fighting.

It's a crew issue. When I put an escort in there, we end up going negative on crew a couple of years out. You're the one always going on about how we need Academy expansions, so you get that, right?


EDIT: Sorry, I meant special resources. It makes things very tight for SR in the year we want to start the Ambassador.
 
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