*pokes fingers together*

Instead... We could solve our personnel problems? Decisively? Which... would give us the resources to really push at the GBZ.

Unlikely. Given that an Academy Expansion produces 0.5 of each type, I very much doubt we'd get an increase of more than 3-4 even with a Sousa deal (that would be around 280pp worth!) That's a lot, but an extra Excelsior every 2 years is not that significant a game changer. Not in comparison to the attempt to separate the Yrillians and the Sydraxians, given that depending on how you calculate it the Yrillians have anywhere from 60-100C worth of ships kicking around and we were warned most would pick the Pact over us some time ago. A deal that succeeds in splitting them up would be very worthwhile; much more so than an extra Excelsior or two.
-[X][FACTION] Approach the Developers: discuss a major expansion of Starfleet Academy across one or more non-Sol worlds. Use excess pp to push for a maximum effect via offering to push starbases / infrastructure / etcetera in exchange for extra support from the Developers.

PP is drawn from the next year's totals to pay for any deals made this year.
 
Generic Tech teams take 10 activations to become regular teams. A regular team normally starts at skill 2 and takes 4 activations to become skill 3, then 5 applications to become skill 4. I'll be nice and assume that half the time a generic team is working on a slide with only one technology and half the time it's working on a slide with 2 technologies.

[snip]

So after 10 years:
The generic team has carried out 75 points of research and is a Skill 2 team.
The regular team has carried out 132 points of research is a Skill 4 team.
Okay, so in the process of spending (currently) 80rp on the generic team, we get 75 points of research and a Skill 2 team out of the other end. Alternatively, we could spend 20pp and get the Skill 2 team right now, then start grinding away (quite efficiently) at research with it, and get the 75 (or so) points of research in six years instead of ten, costing 48 rp instead of 80 rp.

What I'm getting at is that the generic tech teams are in effect an alternative to buying the tech team, one that expends time and research points without spending political will. We spend four extra years and 32 extra research points to get a Skill 2 tech team and (roughly) X points of research progress, instead of spending 20 extra pp to get a Skill 3 (or so) tech team and the same number of points of progress.

Given that political will has been a very scarce currency for most of the game to date, and that we'd be up to our eyeballs in surplus research points if we didn't have the generic teams, I think this is a good mechanic and I'm glad we have it. It'd be better to spend 100 political will on buying five research teams instead of getting five generic ones, but that was never a realistic option for us.

With 20 pp you could buy 2.5 research colonies. Let's say that collectively they produce about 15 rp per year. So the 20 pp could be as much as 150pp per year... if there were 2.5 research colonies to buy, which there aren't because we always make them a pp priority over new tech teams anyway.
I assume you mean 150 rp per year? I'm a bit confused by how you get that. Or do you mean 150 rp total, integrated over a ten year period?

The Turtles share a border with the Yrillians. I trust them to pull through for us.
The problem is that the Rigellians are also the only Federation member species with significant Mercantilist alignment. It's not a question of whether they're motivated to achieve the goal, it's a question of whether they're capable of persuading the rest of the Federation government to come along with them.

I should highlight how this includes the President themselves. Wonder what happens when a sitting President loses their seat.
Probably the same as happens in any other parliamentary system; the ruling party is embarrassed and hopes to retain enough coalition strength to replace them. On the other hand, being the President may give the endangered councillor a boost in their election. Because they can promise to represent the Caitians in a unique way.

Because as stated elsewhere contacting the Gretarians in secret is evidently possible as demonstrated in 2312. It was somewhat difficult, but seems like it would be slightly less difficult now on account of the Sydraxians having stopped raiding us and being busy with the GBZ, though there is some chance of being leaked after the contact but before they come close to a decision. This obviously depends on how much of their politics happens in public and whether their government has the authority to sign such a treaty without parliamentary debate, referendum or whatever. Basically this seems close enough to even that I wouldn't immediately know which outcome I'd prefer to bet on.
Given the Gretarian love of talking, it is highly unlikely that their government could make any decisions of consequence in secret. Among other things because their society has no concept of organized violence, and therefore no notion of things like "wartime secrecy," the kind where telling people what you're thinking about results in people on your own side getting killed.

Because as stated elsewhere I don't think the Gretarians are a very high priority for them, not compared to the GBZ.
Their economy is running flat out and is in severe danger of burning out due to their shipbuilding efforts. It seems incredibly improbable to me that they would regard any source of potential tribute and resources as "low priority." Especially given that the Gabriel Expanse contains resources they cannot even begin exploiting for a year or more, and which may be cut off at any time by enemy action; they can only tap into those resources with great effort. Whereas the Gretarians represent a stable source of resources they can keep control of with little effort.

The Sydraxians aren't morons, they're not going to get so distracted by the shiny in the Gabriel Expanse that they forget that "a bird in the hand is worth two in the bush."

This is like expecting the 1940-era Japanese to let someone steal Manchuria out from under them because they're too busy thinking about promising supplies of resources from Indochina or the Philippines or wherever. It's not credible that they'd just forget to care about their tributary just because they might, with luck, be able to secure richer prospects somewhere else if they are suddenly able to turn the tide against an enemy who has historically defeated them in every major armed confrontation to date.
 
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Let's see how things look in a couple of quarters. I'd like to seriously consider that 60 point "duplicate critical infrastructure" option sometime in the next few years.

It has been a while since the (only?) post that listed critical assets and where they are.

I hope I'm not remembering right, but I think pretty much every single warp core in the Star Fleet ships comes from just one factory, for example. The members must have their own facilities, but there is only one under our control, IIRC, as an example.
 
I thought it was intentional. If somehow your COUNCIL plan wins while your FACTION plan doesn't, then that's a waste of opportunity for the unused pp that could be invested in projects now rather than later. And if your FACTION plan wins while your COUNCIL plan doesn't, than there's nearly no excess pp to use for your FACTION plan.

Extra pp would be a boost, not a requirement.
 
[X] [COUNCIL] Plan Intelligence, Education, Diplomacy and Industrial Expansion

I really want to vote for the Mercantalist-Dawair option but it isn't even offered, so there.
 

Huh, you pruned off the left headers (ship descriptions) and the Starfleet column in the members image. Well, good enough.

edit: Geez Yan-Ros really have no non-civilian ships at all. They're completely reliant on the Honiani? Our first contact with them was probably a Honiani-loaned possibly modified transport.

edit2: The just-built Orion Vigilante ship (C5 S4 H5 L5 P4 D5 1800kt) is classified as a modern explorer here. Under the old Starfleet definitions that's a max-weight cruiser, but for the Orions, that's conceivably a capital ship.

Constitutions continue to be classified as explorers, even though all except one are actually Connie-Bs and thus cruisers.
 
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Initial research plan draft. Given that we already defined the need waiting any longer with the Kepler than until 2318 is not an option, even 2318 might be a stretch. Starting next year would make little sense. Plans for 2317 and 2318 are identical this year so no need to decide between those yet.

Common components:

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 5 Warp Tech/Starship Construction] : 2320s EPS Safety [unchanged]
Starship Construction:
  • Office of Naval Architecture [Skill 3 Fleet Design/Starship Construction]: 2310s Starship Durability [unchanged]
  • San Francisco Fleetyards [Skill 4 Explorer Design/Starship Construction]: 2320s Construction Techniques [unchanged]
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]: 2310s Phaser Development [unchanged]
  • Generic Team 2: 2310s Torpedo Development [unchanged]
Communications:
  • Starfleet Science Academy [Skill 4 Computing/Communciation]: 2310s Message Networking [unchanged]
  • Federation Broadcast Service [Skill 3 Communication/Xenopsychology]: 2320s Long-Range Comms [unchanged]
  • Generic Team 5: Klingon Research [paused] -> 2320s Signal Intercepts
Minerals:
  • Tellar Prime Academy of Mineral Science [Skill 4 Minerals/Personal]: 2310s Special Resources [complete] -> 2320s Special Refining
  • All Pyllix Geological Institute [Skill 2 Minerals/Sensors]: 2310s Bulk Resources [unchanged]
Xenopsychology:
  • Spock [Skill 6 Xenopsychology/Sensors]: 2310s Diplomacy [unchanged]
  • University of Betazed [Skill 4 Xenopsychology/Personal]: 2310s Affiliates Research [unchanged]
Medical:
  • Starfleet Medical Research Command [Skill 4 Medical/Personal]: 2310s Intensive Care [unchanged]
  • Starfleet Infectious Diseases Institute [Skill 3 Medical] : [new] -> 2310s Trauma Medicine
Propulsion:
  • Intazzi Team - Grand Hive R&D [Skill 3 Propulsion/Escort Design]: 2320s Fusion Power [unchanged]
Ship Design:
  • Utopia Planitia [Skill 5 Cruiser/Explorer Design]: Ambassador Project [unchanged]
Starbase Design:
  • Taves Nar Orbital Engineering [Skill 3 Starbase Design/Starship Construction] : ToC Starbase Design [complete] -> 2310s Starbase Design - Control
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 [complete] -> TASK [DOCTRINE]
Foreign Analysis:
  • Games & Theory Division [Skill 3 Foreign Analysis/Offensive] : Cardassian Research [unchanged]


Kepler Project 2316:

Shields:
  • Andorian Academy [Skill 4 Shields/Communication]: Shield Regeneration Project [complete] -> 2320s Deflector Emitters
Escort Design:
  • 40 Eridani A [Skill 4 Escort Design/Warp Tech]: 2310s Escort - Science [complete] -> 2310s Escort - Combat
  • Generic Team 3: Hospital Ship Research Project [complete] -> 2310s Escort - Engineering

Kepler Project 2317/18:

Warp Tech:
  • 40 Eridani A [Skill 4 Escort Design/Warp Tech]: 2310s Escort - Science [complete] -> 2310s Escort - Combat
Shields:
  • Andorian Academy [Skill 4 Shields/Communication]: Shield Regeneration Project [complete] -> 2310s Navigational Deflectors
Escort Design:
  • Generic Team 3: Hospital Ship Research Project [complete] -> 2310s Escort - Engineering

[] Base Plan Kepler Project 2316
-[] Generic Team 5: Klingon Research -> 2320s Signal Intercepts
-[] Tellar Prime Academy of Mineral Science : 2320s Special Refining
-[] Starfleet Medical Command - Experimental Treatments Division : 2310s Trauma Medicine
-[]Taves Nar Orbital Engineering : 2310s Starbase Design - Control
-[] Andorian Academy : 2320s Deflector Emitters
-[] 40 Eridani A : 2310s Escort - Combat
-[] Generic Team 3 : 2310s Escort - Engineering

Expected parts in 2316: T'Koren sickbays, T3 SR Sensors, T1 Recreation, T3 EPS Systems, T2 Escort Tactical Frames, T2 Escort Engineering Frames

[] Base Plan Kepler Project 2317/18
-[] Generic Team 5: Klingon Research -> 2320s Signal Intercepts
-[] Tellar Prime Academy of Mineral Science : 2320s Special Refining
-[] Starfleet Medical Command - Experimental Treatments Division : 2310s Trauma Medicine
-[] Taves Nar Orbital Engineering : 2310s Starbase Design - Control
-[] Andorian Academy : 2310s Navigational Deflectors
-[] 40 Eridani A : 2310s Warp Propulsion
-[] Generic Team 3 : 2310s Escort - Engineering


Expected parts in 2317: T'Koren sickbays, T3 SR Sensors, T1 Recreation, T2 SIF, T3 EPS Systems, T2 Warp Core Ejection Parts, T2 Nacelles, T2 Navigational Deflectors, T2 Escort Engineering Frames, T2 Phasers (43% chance without boost)

Expected parts in 2318: T'Koren sickbays, T3 SR Sensors, T3 Survey Sensors (requires 3 boosts), T1 Recreation, T2 SIF, T3 EPS Systems, T3 Warp Cores, T3 Injectors, T2 Warp Core Ejection Parts, T2 Nacelles, T2 Navigational Deflectors, T2 Escort Tactical Frames, T2 Escort Engineering Frames, T2 Phasers

Note: 2310s Escort - Engineering was erroneously completed in 2312 when we moved Generic Team 3 to the hospital ship design and they ended up working on two projects simultaneously. Nothing relevant changes if we assume that the completion stands, Generic Team 3 can just move to researching cruiser design one year earlier than otherwise but no extra parts become available.
 
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VOTE CLOSED!

Final Tally, please?

edit: Geez Yan-Ros really have no non-civilian ships at all. They're completely reliant on the Honiani? Our first contact with them was probably a Honiani-loaned possibly modified transport.
That's correct, and for now they have little interest in non-civ shipbuilding, happy with cooperate with Honiani.
 
I wonder how the series would showcase the end of Master of Orion?
Perhaps an official report at the end then fade to black or do a subtle showing of the effects on the ground as the Syndicate dies like in the Winning report. Maybe documentary style in an episode.
 
Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 1417 | Sufficient Velocity
##### NetTally 1.7.4
[X] Plan Not One Single Shipyard, but all the Diplomacy and colonies.
[X]Request Mining Colony at Castor IV-2, 8pp, 20 (30) sr/yr, 4 turns
[X]Request Mining Colony at Peco Sigma, 8pp, 10 (20) sr/year, 4 turns
[X]Request Mining Colony at Proxima Eridani, 8pp, 15 (20) br/yr, 4 turns
[X]Request Mining Colony at Ulen Gao VII, 8pp, 20 (25) br/yr, 4 turns
[X]Request new Starbase I @ Betazed, 21 pp
[X]Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
[X]Request Science Academy Development, 15pp (Gain +1 Techs throughput)
[X]Request Temporary Explorer Corps Recruitment Drive, 25pp, (Gain 2 Officer, 2 Enlisted, 2 Techs, PLUS Convert 2 Officer, 2 Enlisted, 2 Techs from normal service)
[X]Request new Tech Team to be added to your Ship Design Bureau, 20pp Request Medical specialists.
[X]Request focused Diplomacy on a potential member species, 20pp Gretarians 75/100
[X]Request focused Diplomacy on a potential member species, 20pp Laio 75/100
[X]Request focused Diplomacy on a potential member species, 20pp Yrillians 164/100
[X]Request focused Diplomacy on a potential member species, 20pp Ked Paddah 35/100
[X]Deploy Improved Listening Posts to a Border Zone to gain a 25% chance of generating +1 Intel report for powers on that border. (Sydraxian Border Zone), 20pp
No. of Votes: 1

——————————————————————————————————————————————Task: COUNCIL
[X] [COUNCIL] Plan Intelligence, Education, Diplomacy and Industrial Expansion
-[X] Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
-[X] Request Science Academy Development, 15pp (Gain +1 Techs throughput)
-[X] Request new Tech Team to be added to your Ship Design Bureau, 20pp [pure medical, possible background: split Starfleet Medical Command research into two divisions, Medical Equipment (existing team) and Experimental Treatments (new team)]
-[X] Request Mining Colony at Ulen Gao VII, 8pp (4 turns, gain +20 (25) br/year)
-[X] Request Mining Colony at Peco Sigma, 8pp (4 turns, gain +10 (20) sr/year)
-[X] Request Mining Colony at Castor IV-2, 8pp (4 turns, gain +20 (30) sr/year)
-[X] Request new Starbase I [Betazed] (15+12) * 0.75 = 20.25pp
-[X] Request new Shipyard at Betazed, 18pp (8 turns, 2 1mt Berths)
-[X] Request new Shipyard at Apinae , 33pp, (12 turns, 1 3mt Berth, 1 1mt Berth)
-[X] Request focused Diplomacy on a potential member species, 20pp [Yrillians]
-[X] Request focused Diplomacy on a potential member species, 20pp [Ittick-ka]
-[X] Deploy Improved Listening Posts to a Border Zone to gain a 25% chance of generating +1 Intel report for powers on that border. (Cardassian Border Zone), 20pp
-[X] Reorganise a Starfleet Command from a Rear Admiral position to a Vice Admiral position: 20pp for Starfleet Intelligence
No. of Votes: 17
[X][COUNCIL] Plan Preemtive Diplomacy and Staking Claims
-[X] Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
-[X] Request Science Academy Development, 15pp (Gain +1 Techs throughput)
-[X] Request new Tech Team to be added to your Ship Design Bureau, 20pp [pure medical, possible background: split Starfleet Medical Command research into two divisions, Medical Equipment (existing team) and Experimental Treatments (new team)]
-[X] Request Mining Colony at Castor IV-2, 8pp, 20 (30) sr/yr, 4 turns
-[X] Request Mining Colony at Peco Sigma, 8pp, 10 (20) sr/year, 4 turns
-[X] Request Mining Colony at Proxima Eridani, 8pp, 15 (20) br/yr, 4 turns
-[X] Request Mining Colony at Ulen Gao VII, 8pp, 20 (25) br/yr, 4 turns
-[X] Request new Starbase I [Betazed] (15+12) * 0.75 = 20.25pp
-[X] Request new Shipyard at Apinae, 33pp (12 turns, 1 3mt Berth, 1 1mt Berth)
-[X] Request Cruiser berth at Utopia Planitia, 11pp (6 turns, gain new 2m t berth)
-[X] Request focused Diplomacy on a potential member species, 20pp [Gretarians]
-[X] Request focused Diplomacy on a potential member species, 20pp [Yrillians]
-[X] Request focused Diplomacy on a potential member species, 20pp [Ittick-ka]
-[X] Reorganise a Starfleet Command from a Rear Admiral position to a Vice Admiral position. Pick one: 20pp for Starfleet Intelligence
No. of Votes: 7
[X] [COUNCIL] Plan Stop Having Bottleneck
-[X] Request Mining Colony at Castor IV-2, 8pp, 20 (30) sr/yr, 4 turns
-[X] Request Mining Colony at Kappa Tau, 8pp, 15 (20) br/yr, 4 turns
-[X] Request Mining Colony at Ulen Gao VII, 8pp, 20 (25) br/yr, 4 turns
-[X] Request Mining Colony at Peco Sigma, 8pp, 10 (20) sr/year, 4 turns
-[X] Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
-[X] Reorganise a Starfleet Command from a Rear Admiral position to a Vice Admiral position. Pick one: 30pp for Personnel.
-[X] Request new Shipyard at Betazed, 18pp (8 turns, 2 1mt Berths)
-[X] Request new Starbase I [Betazed], Request new Starbase I [CBZ] (15 + 15 pp)
-[X] Request Cruiser berth at Utopia Planitia, 11pp (6 turns, gain new 2m t berth) [Can take multiple times, +5pp per subsequent build]
-[X] Request focused Diplomacy on a potential member species, 20pp Ittick-Ka
No. of Votes: 6
[X][COUNCIL] Plan Personnel, Diplomacy and Industrial Expansion
-[X] Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
-[X] Request new Tech Team to be added to your Ship Design Bureau, 20pp [pure medical, possible background: split Starfleet Medical Command research into two divisions, Medical Equipment (existing team) and Experimental Treatments (new team)]
-[X] Request Mining Colony at Castor IV-2, 8pp, 20 (30) sr/yr, 4 turns
-[X] Request Mining Colony at Peco Sigma, 8pp, 10 (20) sr/year, 4 turns
-[X] Request Mining Colony at Proxima Eridani, 8pp, 15 (20) br/yr, 4 turns
-[X] Request Mining Colony at Ulen Gao VII, 8pp, 20 (25) br/yr, 4 turns
-[X] Request new Starbase I [Betazed] (15+12) * 0.75 = 20.25pp
-[X] Request new Shipyard at Betazed, 18pp (8 turns, 2 1mt Berths)
-[X] Request new Shipyard at Apinae , 33pp, (12 turns, 1 3mt Berth, 1 1mt Berth)
-[X] Request focused Diplomacy on a potential member species, 20pp [Yrillians]
-[X] Request focused Diplomacy on a potential member species, 20pp [Ittick-ka]
-[X] Deploy Improved Listening Posts to a Border Zone to gain a 25% chance of generating +1 Intel report for powers on that border. (Cardassian Border Zone), 20pp
-[X] Reorganise a Starfleet Command from a Rear Admiral position to a Vice Admiral position: 30pp for Starfleet Personnel
No. of Votes: 5
[X] [COUNCIL] Plan More Mines, Diplomacy, and Constellations
-[X] Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
-[X] Request Science Academy Development, 15pp (Gain +1 Techs throughput)
-[X] Request new Tech Team to be added to your Ship Design Bureau, 20pp [pure medical, possible background: split Starfleet Medical Command research into two divisions, Medical Equipment (existing team) and Experimental Treatments (new team)]
-[X]Request Mining Colony at Castor IV-2, 8pp, 20 (30) sr/yr, 4 turns
-[X] Request Mining Colony at Proxima Eridani, 8pp, 15 (20) br/yr, 4 turns
-[X] Request Mining Colony at Ulen Gao VII, 8pp, 20 (25) br/yr, 4 turns
-[X] Request Mining Colony at Peco Sigma, 8pp, 10 (20) sr/year, 4 turns
-[X] Request new Starbase I [Betazed] (15+12) * 0.75 = 20.25pp
-[X] Request new Shipyard at Betazed, 18pp (8 turns, 2 1mt Berths)
-[X] Request new Shipyard at Apinae, 33pp (12 turns, 1 3mt Berth, 1 1mt Berth
-[X] Request focused Diplomacy on a potential member species, 20pp [Yrillians]
-[X] Request focused Diplomacy on a potential member species, 20pp [Yan-Ros]
-[X] Request focused Diplomacy on a potential member species, 20pp [Ittek-Ka]
-[X] Request Refit Program for Constellation Cruiser class [+1 C,S,H,L,D, for 40br, 30sr, 1.5 Year (6 turns)], 6 turns 18pp (NB: new unit cost for Constellation will be 70/55)
No. of Votes: 1
[X] [COUNCIL] Plan Unnamed Plan
-[X] Request Academy Development, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
-[X] Request Science Academy Development, 15pp (Gain +1 Techs throughput)
-[X] Request new Tech Team to be added to your Ship Design Bureau, 20pp [pure medical, possible background: split Starfleet Medical Command research into two divisions, Medical Equipment (existing team) and Experimental Treatments (new team)]
-[X]Request Mining Colony at Castor IV-2, 8pp, 20 (30) sr/yr, 4 turns
-[X] Request Mining Colony at Proxima Eridani, 8pp, 15 (20) br/yr, 4 turns
-[X] Request Mining Colony at Ulen Gao VII, 8pp, 20 (25) br/yr, 4 turns
-[X] Request Mining Colony at Peco Sigma, 8pp, 10 (20) sr/year, 4 turns-[X] Request new Starbase I [Betazed] (15+12) * 0.75 = 20.25pp
-[X] Request new Shipyard at Betazed, 18pp (8 turns, 2 1mt Berths)
-[X] Request new Shipyard at Apinae , 33pp, (12 turns, 1 3mt Berth, 1 1mt Berth)
-[X] Request Cruiser berth at Utopia Planitia, 11pp (6 turns, gain new 2m t berth)
-[X] Request focused Diplomacy on a potential member species, 20pp [Yrillians]
-[X] Request focused Diplomacy on a potential member species, 20pp [Ittick-ka]
-[X] Reorganise a Starfleet Command from a Rear Admiral position to a Vice Admiral position: 20pp for Starfleet Intelligence
No. of Votes: 1
[X] [COUNCIL] Plan Mines, Diplomacy and Intel
[X] [NAME] Lasieth Craft Yards
[X][FACTION] Approach the Expansionists. Doubtless they have heard of pro-Cardassian leanings among some Yrillians that would have them siding with the Sydraxians in the event of a general war. We would like to begin an outreach program to show ordinary Yrillian work gangs how working with the Federation aligns with their interests. Start perhaps by hiring Yrillian cargo, which would also help our shipping crunch, but other basic ideas include survey or prospecting work, space construction, exchange of goods, sponsoring entertainment tours, or hiring shipyards for civilian projects. Any sort of win-win arrangements we can offer to increase pro-Federation sentiment among the Yrillians at large.
No. of Votes: 1

——————————————————————————————————————————————Task: FACTION
[X][FACTION] Approach the Expansionists. Doubtless they have heard of pro-Cardassian leanings among the Yrillians that would have them siding with the Sydraxians in the event of a general war. The Council has also given frequent reminders of how squeezed Starfleet is for transports in its auxiliary fleet. Why not solve one problem with another? Yrillians are famous for building more ships than they strictly need. We would like to begin an outreach program by hiring Yrillian cargo ships and freighters to alleviate our temporary shipping crunch. Depending on availability, this could be extended to include other auxiliary ship work where the Federation's expansion has left us straining. The goal is to alleviate that strain and simultaneously to show ordinary Yrillian work gangs how working with the Federation aligns with their interests, thus increasing pro-Federation sentiment among the Yrillians at large.
No. of Votes: 17
[X][FACTION] Approach the Expansionists. Doubtless they have heard of pro-Cardassian leanings among some Yrillians that would have them siding with the Sydraxians in the event of a general war. We would like to begin an outreach program to show ordinary Yrillian work gangs how working with the Federation aligns with their interests. Start perhaps by hiring Yrillian cargo, which would also help our shipping crunch, but other basic ideas include survey or prospecting work, space construction, exchange of goods, sponsoring entertainment tours, or hiring shipyards for civilian projects. Any sort of win-win arrangements we can offer to increase pro-Federation sentiment among the Yrillians at large.
No. of Votes: 10
-[X][FACTION] Approach the Developers: discuss a major expansion of Starfleet Academy across one or more non-Sol worlds. Use excess pp to push for a maximum effect via offering to push starbases / infrastructure / etcetera in exchange for extra support from the Developers.
No. of Votes: 6
[X][FACTION] Approach the Pacifists about a focused diplomatic initiative with the intent of mediating the Ked Paddah/Licori war to prevent needless loss of life.
No. of Votes: 1
[X][FACTION] Approach the Pacifists about designing a cloak-capable diplomatic vessel for diplomacy with Cardassian clients.
No. of Votes: 1
[X][FACTION] Approach the Mercantilists. Doubtless they have heard of pro-Cardassian leanings among the Yrillians that would have them siding with the Sydraxians in the event of a general war. The Council has also given frequent reminders of how squeezed Starfleet is for transports in its auxiliary fleet. Why not solve one problem with another? Yrillians are famous for building more ships than they strictly need. We would like to begin an outreach program by hiring Yrillian cargo ships and freighters to alleviate our temporary shipping crunch. Depending on availability, this could be extended to include other auxiliary ship work where the Federation's expansion has left us straining. The goal is to alleviate that strain and simultaneously to show ordinary Yrillian work gangs how working with the Federation aligns with their interests, thus increasing pro-Federation sentiment among the Yrillians at large.
No. of Votes: 1

——————————————————————————————————————————————Task: NAME
[X][NAME] Lasieth Craft Yards
No. of Votes: 16
[X][NAME] Gaela Craft Yards
No. of Votes: 3
Total No. of Voters: 42
 
  • Spock [Skill 6 Xenopsychology/Sensors]: 2310s Diplomacy [unchanged]
  • University of Betazed [Skill 4 Xenopsychology/Personal]: 2310s Affiliates Research [unchanged]

Both Spock and University of Betazed could get 2310s Diplomacy done this year-should we swap them to get a leg up on 2310s Affiliates?

That's correct, and for now they have little interest in non-civ shipbuilding, happy with cooperate with Honiani.

Wow, the Honiani are so nice and helpful to developing civilizations! We really ought to push those guys up to 300 some time, maybe next turn.
 
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My vote wasn't counted by the vote tally? I had voted for [16][COUNCIL] Plan: ◈Intelligence, Education, Diplomacy and Industrial Expansion...

EDIT: Fixed it. Unsure what happened with the weird formatting...
 
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Both Spock and University of Betazed could get 2310s Diplomacy done this year-should we swap them to get a leg up on 2310s Affiliates?
Oneiros very much doesn't like swapping in a different finisher team. There were some rather severe penalties for changing projects/teams under discussion, we sidestepped the issue by only removing teams from projects in special circumstances (generic team, external change, open ended project or a combination)
@Nix - Did you mean 2320s Escort - Engineering? Because according to the research megapost 2310s escort - Engineering is completed.
See the note at the bottom.
 
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Expected parts in 2318: T'Koren sickbays, T3 SR Sensors, T3 Survey Sensors (requires 3 boosts), T2 SIF, T3 EPS Systems, T3 Warp Cores, T3 Injectors, T2 Warp Core Ejection Parts, T2 Nacelles, T2 Navigational Deflectors, T2 Escort Tactical Frames, T2 Escort Engineering Frames, T2 Phasers

The main point of waiting until 2318 is the survey sensors, right? Those aren't stated up currently in the design spreadsheet, but I would expect a novel component to make a significant difference, so I wouldn't mind waiting for them. Unlike the Ambassador which we want ASAP for our FYMs, the Kepler isn't that urgent, and if waiting until 2318 nets us another stat point at minimal cost, I'd be happy with that.

Wow, the Honiani are so nice and helpful to developing civilizations!

More so when their military/defense fleet isn't that large. Their civilian fleet is huge though - in some ways besting our current logistical powerhouses (Amarki, Rigel, Tellarites, maybe Humans) and rivaling fellow affiliates (Orion, Seyek).

My vote wasn't counted by the vote tally? I had voted for [16][COUNCIL] Plan: ◈Intelligence, Education, Diplomacy and Industrial Expansion...

EDIT: Fixed it. Unsure what happened with the weird formatting...

I tried pinging you about it :/
 
@Nix why deflector emitters as opposed to deflector shields for the 2316 version?

@OneirosTheWriter
1. For civilian ships what does Spc represent?
2. Also what stats beyond Cargo, Bulk and Spc are tracked for civilian ships?
3. Are civilian ships the same stats between all races?
4. Can I have the construction time for the 10 different types of ships so I know how far to go back in the MWCO reports?
5. Which ships share roles?
Cargo Ship, Freighter, Super-Freighter I assume all do the same thing just carry different amounts
That leaves:
Civilian Ship, Passenger, Egineering, Prospector, Colony Ship, Hospital Ship and Research Cruiser
 
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1. For civilian ships what does Spc represent?

Special (Hospital Ship)

Note how the auxiliary ship lists contain an "Spc" rating column? In situations like the Gabriel Expanse conflict, when Colony Ships, Engineering ships, prospectors, and the like are being given specific tasks, the Special rating is what represents how fast they can carry work out. Each Spc has a particular type, at which they work four times faster.


2. Also what states beyond Cargo, Bulk and Spc are tracked for civilian ships?
3. Are civilian ships the same stats between all races?

IIRC the old snapshot of the economy spreadsheet indicated different racial needs and many more different types of cargo (like BR/SR ore, BR/SR, food, etc.). The civilian ships all do seem to share the same cargo/bulk/special stats though.


4. Can I have the construction time for the 10 so I know how far to go back in the MWCO reports?

10 what? Construction time for what?

edit: oh, you mean ship types.

2yr per Civilian Ship
2yr per Cargo Ship
2yr per Prospector
2yr per Engineering

3yr per Civilian Freighter
3yr per Colony Ship
3yr per Hospital Ship
3yr per Civilian Research Crusier
3yr per Passenger

4yr Super-Freighters


5. Which ships share roles?
Cargo Ship, Freighter, Super-Freighter I assume all do the same thing just carry different amounts
That leaves:
Civilian Ship, Passenger, Egineering, Prospector, Colony Ship, Hospital Ship and Research Cruiser

Engineering Ships = Build and Repair Facilities
Hospital Ships = Allow responses to medical distress calls without tying down your Excelsiors
Freighter/Cargo Ships = Supply
Prospectors = Required to prepare for Colony creation
Colony Ship = Required to deliver colonists
Passenger = Required for evacuations, and major colonies
Civilian = Can be set for a number of tasks.

Apiata might be exceptions with their unique reliance on Worker Bees and Bumblebees and Foragers and lack of dedicated freighters and prospectors.
 
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