What do we think about Tellarites getting involved in the GBZ? Their fleet is comparable to the human one, but they are closer and even more of an inner sector. The only downside is that they're the heart of the Development faction, so they might take some convincing.

I think, that at a certain point there are just too many interests in the GBZ. Every group we add adds complexity if they're greenlighted, and making an operation too complex can lead to ... issues. I'm not certain where that point is, but I think we need to keep an eye on it. Just look at the ASTF. There are just too many policing organizations on the ground, and wires are crossing.
 
[X][PRIORITY] Vulcan should change their Mid-Term priority to increasing their BR and SR income.
[x][ANDOR] Swap 55br for 30sr
[X][AUX] Start 1 Colony Ship, 1 Prospector, 2 Cargo Ships
[x][INDORIA] Accept - Indorians will be able to produce Renaissances, but 25% chance of a 2Qtr delay
[x][BETA1] Go for it
[x][BETA2] Agree - 20% discount on Starbase purchase for Betazed
[x][CATS] Decline
 
Was not expecting that. I expected the Hospital ship option to win because we made a big deal about of needing more/new hospital ships.

Two arguments are:
1. We don't want to build an old design, and if it's the new design we shouldn't tie up a member berth for the time it takes to build a prototype.
2. Even though a big deal hasn't been made of it, we desperately need more colony ships and prospectors for settlement in the Gabriel Expanse. More than new hospital ships!
 
I will point out Civilian Colonies are currently Red Light in the GBZ, so Colony ships may not be in demand just yet. Prospectors definitely are though.
 
Was not expecting that. I expected the Hospital ship option to win because we made a big deal about of needing more/new hospital ships.
Another point is that, by having the auxiliary yard, we have made provision to increase the number of hospital ships. We already have a plan for dealing with this.

One danger in a game like this that involves a lot of long-range planning for events 5-10 game years in the future is that if you find out you have a problem right now, the reaction is to commit ALL THE RESOURCES to solving it.

The problem is, due to the nature of long range planning, committing resources today does not mean the problem goes away tomorrow. Or next year, even. Even if you suddenly double the amount of effort you're putting into doing something, that won't automatically make the problem go away in half the time, because growth curves and learning curves can only be forced so far. No matter what you do about a problem, it takes time for the new solution to take effect. During that time, the problem still exists, and thus the player temptation to use ALL THE RESOURCES on it still exists.

Trouble is, that means the player is neglecting other problems and long-term concerns and generally adopting an unbalanced strategy. Neglecting other problems tends to result in new crises blowing up, at which point suddenly the player has a new problem to hit with ALL THE RESOURCES. Possibly cancelling the old plan intended to solve the first problem.

This results in zig-zagging around, lurching from crisis to crisis like a drunken sailor.

To avoid this, it's necessary to recognize that just because a problem has been pointed out, and just because the problem hasn't gone away yet, doesn't mean it's wrong for us to do "less than our utmost" to solve the problem. Because there will always be many things that need to be dealt with, simultaneously, and resources need to be apportioned among the various tasks and problems one is dealing with.

Applying that to this problem... Basically, we did what we need to ensure that new hospital ships enter production Real Soon. Namely, we set up a new design, and a new shipyard, for the purpose. Those two things cost us 65pp. Rushing one (repeat one) more hospital ship that may or may not be of the modern design, so that we get it some years sooner than we otherwise would... That's not a productive reaction to this situation.
 
Another point is that, by having the auxiliary yard, we have made provision to increase the number of hospital ships. We already have a plan for dealing with this.

One danger in a game like this that involves a lot of long-range planning for events 5-10 game years in the future is that if you find out you have a problem right now, the reaction is to commit ALL THE RESOURCES to solving it.

The problem is, due to the nature of long range planning, committing resources today does not mean the problem goes away tomorrow. Or next year, even. Even if you suddenly double the amount of effort you're putting into doing something, that won't automatically make the problem go away in half the time, because growth curves and learning curves can only be forced so far. No matter what you do about a problem, it takes time for the new solution to take effect. During that time, the problem still exists, and thus the player temptation to use ALL THE RESOURCES on it still exists.

Trouble is, that means the player is neglecting other problems and long-term concerns and generally adopting an unbalanced strategy. Neglecting other problems tends to result in new crises blowing up, at which point suddenly the player has a new problem to hit with ALL THE RESOURCES. Possibly cancelling the old plan intended to solve the first problem.

This results in zig-zagging around, lurching from crisis to crisis like a drunken sailor.

To avoid this, it's necessary to recognize that just because a problem has been pointed out, and just because the problem hasn't gone away yet, doesn't mean it's wrong for us to do "less than our utmost" to solve the problem. Because there will always be many things that need to be dealt with, simultaneously, and resources need to be apportioned among the various tasks and problems one is dealing with.

Applying that to this problem... Basically, we did what we need to ensure that new hospital ships enter production Real Soon. Namely, we set up a new design, and a new shipyard, for the purpose. Those two things cost us 65pp. Rushing one (repeat one) more hospital ship that may or may not be of the modern design, so that we get it some years sooner than we otherwise would... That's not a productive reaction to this situation.

Although to play Devil's advocate, I'm pretty sure Oneiros upped the time for colony ships to three years. Who knows what the state of the GBZ will be then. We might find ourselves with a ton of colony ships but nowhere to send them because we can't afford to defend any new colonies. I still think it's a good idea to get more, but there's no guarantee they'll be as useful then as they would be if we had them now.
 
That's true, but as you imply, it's still desirable to have more colony ships for us to use somewhere at some time.

We have shortages of ALL kinds of auxiliaries and civilian shipping. It's good to adopt a proper response to this, such as building ships of as many types as we can, gradually over an extended period of time. Rather than panicking and spamming a host of ships of a single auxiliary type.
 
2. Even though a big deal hasn't been made of it, we desperately need more colony ships and prospectors for settlement in the Gabriel Expanse. More than new hospital ships!

Fair enough.

Just to clarify: I count mining colonies separate to full settlement colonies, and colony ships are still used to make those.

I assume that had been posted earlier and I just happened to miss it?
 
[x][PRIORITY] Change nothing [Weighted 1.5x]
[x][ANDOR] Swap 55br for 30sr
[x][AUX] Start 1 Hospital Ship, 1 Engineering Ship, 2 Cargo Ships
[x][INDORIA] Accept - Indorians will be able to produce Renaissances, but 25% chance of a 2Qtr delay
[x][BETA1] Go for it
[x][BETA2] Agree - 20% discount on Starbase purchase for Betazed
[x][CATS] Back the Excelsior build (-10pp, Hawks pleased, Development displeased)
 
Changed my vote again.
[X]PRIORITY] Vulcan should change their Mid-Term priority to increasing their BR and SR income.

[X][ANDOR] Swap 55br for 30sr

[X][AUX] Start 1 Colony Ship, 1 Prospector, 2 Cargo Ships
[X][INDORIA] Accept - Indorians will be able to produce Renaissances, but 25% chance of a 2Qtr delay

[X][BETA1] Go for it
[X][BETA2] Agree - 20% discount on Starbase purchase for Betazed

[X][CATS] Decline
 
[X][ANDOR] Swap 55br for 30sr
[X][AUX] Start 1 Colony Ship, 1 Prospector, 2 Cargo Ships
[X][INDORIA] Accept - Indorians will be able to produce Renaissances, but 25% chance of a 2Qtr delay
[X][BETA1] Go for it
[X][BETA2] Agree - 20% discount on Starbase purchase for Betazed
[X][CATS] Decline

Changing vote, slightly.

Abstaining on priotity vote, leaving it to the experts. :p
 
Hey, do we know who Hawking's CO is?

Here you go:

Captain's Log, USS Hawking, Stardate 25057.8 - Captain Bruce Ponting

Hello, Computer, here we are again today, exploring anew. We are off on a little jaunt to the edge of the neutral zone after some anomalous energy readings were picked up from one of the planets there. Captain Jidon and the Svai was picking up something, but had to get a move on, so we're gonna swing by for a look-see.
 
I'm going to get a hospital ship named for Dr Derek Shepherd

DONT TELL ME MCDREAMY ISNT REAL IN A SERIES WITH PEOPLE SIZED VIRUSES, I NEED THIS
 
I like Rhabwar as a hospital ship name?

I wonder if anyone gets the reference.
 
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