As I understand it, if the main fleet is going to show up at all, it will be here before phase 3.

The heaviest in-system unit is helpless - for this phase only.

Simon worries that we will be too beat up to contend with boost reinforcements and wants to kill buffers. I see it more as an opportune time to punch out those main planet outposts as they form the biggest obstacle to keeping the system when we know that their mobile support is as low as can be expected to get.

Even if we see a superior fleet coming in and have to pull out, if we have killed the outposts they will then have to leave a good chunk of the fleet in system to protect the planet, giving us strategic boosts on all other fronts.

Edit

Looks at all the time stamps replying to Simon. Simon, we may disagree with you but please don't take the response barrage personally.
 
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Do you really think that the Ixaria defenders of this systems are such stupid cowards that they will sign over control of their own minefields and gun emplacements rather than, say, setting off explosives to wreck the weapons, and sending commands that disable or destroy the mines?
No, my point is they have no control signals to send the mines, they have no way to remotely detonate their mines, they have no control of the system to surrender, for their mines only see targets, not friendlies or enemies, like the mines used in current warfare they hit anyone who comes into range. As for gun emplacements, most of the time, they rarely have time to set up explosives to leave the weapons unusable, or don't think about destroying said equipment when their lines are collapsing. For an example of my point, see Captured German equipment in Soviet use on the Eastern front - Wikipedia
 
If you are putting that much antimatter in a mine, I certainly would have put in friend or foe recognition, command codes for shutdown/maintence etc.

All highly encrypted of course - you don't want your enemies hacking them, but it would be the height of stupidity to make them into dumb kill bots
 
The Akira: The Federation through deck cruiser.

We use their flight control facilities to coordinate disaster relief shuttles and all kinds of aid.

The Klingons consider that sort of design assault carriers for coordinating ground invasions.

The Romulans also consider the through deck cruiser to be a "Disaster Relief Ship" it's just that their version of Disaster relief comes with more guns and putting down unruly rioters than Starfleet plans on > : V
 
-snip- well reasoned argument for attacking the DPS of the party
I don't disagree that taking care of the buff and DOT providers is very important... but taking out the tanks(outposts) and clerics(shipyards) I believe is paramount. When in doubt, go for the white mage

The Akira: The Federation through deck cruiser.

We use their flight control facilities to coordinate disaster relief shuttles and all kinds of aid.

The Klingons consider that sort of design assault carriers for coordinating ground invasions.

The Romulans also consider the through deck cruiser to be a "Disaster Relief Ship" it's just that their version of Disaster relief comes with more guns and putting down unruly rioters than Starfleet plans on > : V
apparently, according to memory alpha and/or TrekYards on youtube, the Akira has a 4000 person evacuation limit, so that thru deck must be good for quite a bit if you need to get the hell out of dodge
 
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Personally, what I'd rather do is hit the remaining research stations, withdraw the fleet to the fringe of the system, and wait to see what the Licori do. If a reinforcement fleet arrives, we can gauge its strength and whether or not to try to attack it before it reaches Ixaria. If it does reach Ixaria, that isn't necessarily a problem for us, because it means the main body of the Licori fleet is pinned down in this area. As long as we can maintain even a fraction of our original task force in the general area, the Licori cannot afford to do anything other than heavily garrison the system against raids.

Basically, I do not think it is realistic for us to try to conquer Ixaria before the reinforcement fleet arrives. It's going to take at least two more rounds of intense fighting to achieve that goal, and the actual ground assault will occur in the third round of fighting. If we want to take Ixaria, without exposing our forces to a high risk of getting mauled by the reinforcement fleet, we need to defeat the reinforcementsbefore attacking the planet. In which case our priority is to deprive the reinforcements of strength, by neutralizing the buffs that would otherwise render them a much stronger force.

I think we can still hope to take Ixaria- maybe. But we cannot craft our battleplan assuming that we will be able to avoid combat with a reinforcement fleet, purely because it is our desire and hope to avoid such combat.
I think your plan, realistically speaking, gives up all hope of taking Ixaria. We would instead have to accept demolishing some but not all of their defenses, and then withdrawing. The Ked Padesh's disabled ships would be lost for sure, and we might lose more ships in the battle against these science outposts. The main body of the fleet arriving after we split our forces, brave the minefields around the stations and take damage in the process, and being reinforced by their outposts and the cruiser coming back online, makes the planet probably untakeable and we will have to pull back unless we want a Pyrrhic victory. We just don't have the kind of mobile logistics force to make a long-term seige practical or constant raiding either to fix their forces here. If you want to defeat the reinforcements before attacking the planet, then you'll need to actually attack them as they transit the system, not 'pull back and see what they do'. Your plan sacrifices time and offers no surety itself. Leaving a 'fraction' of our task force in the area invites defeat by detail.

I get where you're coming from Simon, but I think you've made assumptions here that this somehow offers a more certain victory when all it seems to do to me is offer a battle fought for no clear gain except a possible clash with the Imperial capital ships. If your aim is for a Mahanian style Decisive Battle, I think you've brought up far too few of our own Explorers to do that. The plan to take the orbitals is a gamble, but at the very least it concentrates our firepower against their stations when we present the maximum force with the minimal backup to protect those stations.
 
Whatever President N'Gir and the Federation Council may think, there's no such thing as a short, victorious war. Denying access to slipways curtails the Arcadian ability to repair their ships, or construct new ones with which to poke stars.
Suffice to say that if they're not losing ships much faster than they can build or repair them, we're doing something very wrong.

What I'm getting at here is that the slipway is less important in this war than it would be in a war with, say, the Cardassians. It's not that I expect the war to be easy, it's that what's going to matter most here is blowing up the ships themselves, not the facilities.

No, my point is they have no control signals to send the mines, they have no way to remotely detonate their mines, they have no control of the system to surrender, for their mines only see targets, not friendlies or enemies, like the mines used in current warfare they hit anyone who comes into range.
I'm sorry, did you somehow come to the conclusion that we were invading the home system of the Pakleds?

Mines suitable for use in space-naval warfare are necessarily going to have features like command detonation. Compared to the cost of the mine, this is trivial, and yet it adds tremendous value to the mine itself. Furthermore, they are sowing these mines in their own homes, and the mines will be there long after the war is over.

How stupid do you think they are?

As for gun emplacements, most of the time, they rarely have time to set up explosives to leave the weapons unusable, or don't think about destroying said equipment when their lines are collapsing.
It takes very little time to set up a facility for demolitions, if the lives of the personnel in the facility are not directly threatened and if there is no hope of recapturing the position. Think about all the bridges that got demolished during the Second World War. George Orwell once commented at the very end of World War Two that "in the 300 miles or so between the Marne and the Rhine there is not such a thing as a bridge or a viaduct that has not been blown up." A lot of infrastructure gets destroyed when people have time to think and deny it to the enemy.

I think you aren't thinking things through far enough, @Simon_Jester.

If we attack now, destroy both outposts and the shipyard, and then at some point after that, Imperial reinforcements arrive, that means our current fleets withdraw. Then what happens? The Imperial reinforcements have to camp out in a system whose main planet has no fixed defenses and who no longer have the repair infrastructure to recover casualties.
I can at least accept the basic validity of the argument that wrecking the Ixaria Prime fixed defenses is to our advantage.

The real reason I'm concerned is that I'm worried about us being forced to fight a battle against the reinforcements, and unable to simply withdraw, immediately after taking heavy damage from the Ixaria Prime defenses.

I am especially worried about this if everyone keeps following the "oh, but if we do X then Y then Z we CAN capture the system before the reinforcements arrive!" mindset. The one Briefvoice expressed enthusiasm for. This strikes me as the military version of what happened with our diplomatic push on Bajor. We got so fixated on the value of the prize we might get by pursuing a very specific course of action, that we stopped thinking about what could go wrong if the enemy didn't cooperate with our plans.

On the other hand, if we do not destroy both outposts of Ixaria III, and then at some point after that, Imperial reinforcements arrive, that means our current fleets withdraw and then the Imperials can camp out in a system with a wall of reinforced outposts with C+H+L equal to 4 Excelsiors (conservative estimate). They can deliver a small garrison and then are free to leave. Even if we come back, they are far safer and have far more time to work with (and an uncharted minefield) with those two outposts intact. Maneuvering towards Ixaria has far less effect, because the defenses are not "bare", and we cannot threaten invasion at any slackening of the guard.
This is a valid point, though I must note that if the Licori park a large enough naval garrison to repel the Combat 60 fleet you suggest with the assistance of their outposts, they would be giving up most of their reserve force and we'd have an advantage over them for the rest of the war as a result.

The outposts are strong, but their power is finite. We're better off with them gone, no question about that- the real concern I have is that we may endanger ourselves by trying to destroy them.
 
I think your plan, realistically speaking, gives up all hope of taking Ixaria. We would instead have to accept demolishing some but not all of their defenses, and then withdrawing. The Ked Padesh's disabled ships would be lost for sure, and we might lose more ships in the battle against these science outposts. The main body of the fleet arriving after we split our forces, brave the minefields around the stations and take damage in the process, and being reinforced by their outposts and the cruiser coming back online, makes the planet probably untakeable and we will have to pull back unless we want a Pyrrhic victory. We just don't have the kind of mobile logistics force to make a long-term seige practical or constant raiding either to fix their forces here. If you want to defeat the reinforcements before attacking the planet, then you'll need to actually attack them as they transit the system, not 'pull back and see what they do'. Your plan sacrifices time and offers no surety itself. Leaving a 'fraction' of our task force in the area invites defeat by detail.
I don't think the planet will be takeable if we have to fight a battle against both the planetary fortifications AND the reinforcement fleet, unless we are lucky and the reinforcement fleet is weakened by losing its buffs.

The problem is that if we debuff the reinforcement fleet and fight it, we've destroyed a bunch of Licori ships- hard for them to replace- and that will hurt them in multiple systems and multiple battles to come.

I get where you're coming from Simon, but I think you've made assumptions here that this somehow offers a more certain victory when all it seems to do to me is offer a battle fought for no clear gain except a possible clash with the Imperial capital ships. If your aim is for a Mahanian style Decisive Battle, I think you've brought up far too few of our own Explorers to do that. The plan to take the orbitals is a gamble, but at the very least it concentrates our firepower against their stations when we present the maximum force with the minimal backup to protect those stations.
[sighs]

You misunderstand my intentions. My argument is that I do not think it realistic for us to try to take the planet without fighting the reinforcements. Ultimately, Mahan isn't wrong about this, you see. Trying to win a fleet battle by defeating the base before overcoming the fleet that is willing to fight for that base doesn't usually work in real life. There's such a thing as the indirect approach, but it doesn't work that way.

Now, if we lack the strength to defeat the reinforcements, that's that. The Ked Paddah took heavy damage from the minefields, and quite honestly I wouldn't be surprised if we fail to capture the system. What's important to me is that we avoid unnecessary casualties while trying to capture the system. There's such a thing as getting greedy.

I don't disagree that taking care of the buff and DOT providers is very important... but taking out the tanks(outposts) and clerics(shipyards) I believe is paramount. When in doubt, go for the white mage
When the 'cleric' in question takes several turns (fortnights) to heal a single ship, the cleric's power is relatively weak and of lesser importance.

The tanks, I think you are right to be worried about. My main concern is that if we fight a couple of tanks now, and more tanks show up later, while the buff providers are still active, we may really land in the soup.

As I understand it, if the main fleet is going to show up at all, it will be here before phase 3.
I see no reason to assume the enemy fleet can't arrive during Phase Three, or at the end of Phase Three, personally.

Simon worries that we will be too beat up to contend with boost reinforcements and wants to kill buffers. I see it more as an opportune time to punch out those main planet outposts as they form the biggest obstacle to keeping the system when we know that their mobile support is as low as can be expected to get.

Even if we see a superior fleet coming in and have to pull out, if we have killed the outposts they will then have to leave a good chunk of the fleet in system to protect the planet, giving us strategic boosts on all other fronts.
Provided that we are able to withdraw in good order if we encounter a fleet too large to defeat, this is well reasoned.

I am not so sure this is true.

Looks at all the time stamps replying to Simon. Simon, we may disagree with you but please don't take the response barrage personally.
I'm not too worried by it. No individual person is being rude, after all. And as for being outnumbered and swarmed...

[smiles grimly]

I remember the argument about Bajor.
 
Another factor to consider is that if we destroy Ixaria's orbitals and bombard its groundside heavy industrial sites, they won't be able to launch any ships to do Mentat Shenanigans for a long while. Even if we're forced to abandon the system to Imperial reinforcements, the most dangerous mentat-users will be unable to participate in the rest of the war.

Unless the Imperial ships are volunteered for Ixarian use, of course, but that could very well backfire on the Licori.
 
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I would hesitate to assume that all of House Ixara's ships are present in or near Ixaria Prime. Among other things, we know there was a shelter for civilian and auxiliary ships, guarded by superheavy minefields, located around Ixaria VI. While we know for a fact that the Ked Paddah attacked that planet and destroyed the Silent Repose facility, I'm not sure they ever attempted to brave those minefields and attack the civilian ships located there.

Furthermore, House Ixara probably owns a number of ships that simply happened not to be present in Ixaria system during the attack, or which were able to evade our forces because they didn't happen to be near any of the planets we attacked.

I'm reminded of the German V2 rocket program, which was based out of Peenemünde on the coast of Germany. The Allies actually found out about the V2 program and bombed the Peenemünde facility heavily in 1943... but while this disrupted the German missile program and forced a relocation of surviving equipment and personnel, it didn't end the program.

Most of the House Ixara key scientists will still be alive when this is over. Much of their equipment will be intact on the surface of the planet, or in space stations we didn't have time to destroy- assuming the Imperials don't manage to chase our damaged fleet out of the system.

So I feel that while you're not wrong to think that House Ixara mentat shenanigans will be curtailed for the duration of the war... I don't think we can safely assume that their shenanigans will be ended.
 
Omake - Yagad-Tich - Leila Hann
Omake: Yagad-Tich


In ages passed, tribes of Chelonian hunter-gatherers lived in awe and reverence of the vast yagad-tich, the megatortoise, that stomped across the plains and swamps in between their villages, crushing entire groves of trees aside and leaving footprints as deep as men. Now, the greatest of all beasts lives once again among the stars, and it is the enemies of Rigel that tremble with its approach.




1 pixel = 1 meter



Throughout the later twenty-third century, the United Worlds of Rigel debated the merits of a military buildup. On the one hand, Rigel had been a Federation protectorate for over one hundred years, and there had been few complaints about Starfleet's performance in its defense. On the other, increasing fears about the longterm viability of the Federation in the face of unpredictable Klingon and Romulan relations led some to insist that Rigel would need to be ready in case the Federation abandoned it or fell apart. From the 2270's onward, successive generations of light patrol cutters and "turtleship" cruisers were built in increasing number, and with combat capabilities that eventually grew to rival Starfleet's. It was the Ulith III Biophage, however, that inspired the Rigellians to create their first single-purpose capital battleship in over two hundred years. Unlike the cutters and turtleships, the vast Yagad-Tich was not designed with peacekeeping, exploration, or garrison duties in mind.

Several proposed warship designs had been on the desk of the fleet committee since the early 2290's, most of which could be described as, essentially, a better armed turtleship variant. These designs were rejected both because of the better versatility of the existing turtleship designs, and due to fears of the Rigelian government becoming too trigger happy if it had a large fleet of battlecruisers at its disposal. Yagad-Tich was chosen both because its superfreighter-like size meant that it would not compete with turtleships for existing military berth space, and because the investment in a smaller number of more powerful supercaps would encourage the government to employ them for defensive operations only. Furthermore, while Rigelian shield and hull technologies are second to none in known space, their weapons were somewhat lacking; try as they might, the engineers could not design a turtleship-sized vessel with firepower to match a Federation excelsior or a Romulan heavy warbird without severely compromising its valuable shield and hull strengths. Only a super-capital dreadnought would do.

The twin hulls of the Yagad-Tich are heavily redundant, each hosting their own command center, computer cores, environmental control centers, and (most importantly) anterior deflector dishes, enabling the megatortoise to continue operating at nearly full capacity even after sustaining severe hull damage. The dual shield system is further amplified by an array of secondary dome-deflectors positioned near the aft flanks; in addition to improving shield integrity and helping regulate their coverage over the ship's entire 2.5 megaton bulk, these ancillary domes are designed to absorb any power surges from shield damage, acting as a kind of ablative armor to keep the main deflectors safe. The domes also work in tandem with the array of sensor blisters that run along the megatortoise's spine in the experimental "shield sensor" system that uses the shields to relay sensory signals from different angles. Though this system is less powerful and more energy intensive than the turtleship's large conventional sensor banks and astrometrics labs, they allow a large amount of the Yagad-Tich's hull space to be saved for extra armor, shock absorbers, and secondary EPS conduits. Even with this system in place, however, the Megatortoise is never meant to be deployed without escorts to sight for it.

The megatortoise's propulsion system is remarkable in two respects. First, the quad-nacelle system - adopted in order to avoid having to build larger and more exposed dual-nacelles to accommodate the vessel's size - uses a "warp funnel" nacelle pylon system that links the field of the port and starboard pairs and then acts as a surrogate for the Line of Sight requirement, the nacelle pylons maintaining a clear path to each other through the ship's central gap. In essence, each "wing" of the megatortoise acts like a massive warp nacelle for LoS purposes, even if the nacelle rods themselves are of conventional design. Second, in addition to the primary warp core located deep in the aft dorsal hull, the megatortoise has a backup core - normally kept offline and completely seperated from the EPS systems - in the ventral hull just below the warp field gap. The Megatortoise is thus the only ship in known space that can escape at warp after being forced to eject the core; the smaller secondary warp core is much weaker and has only a limited fuel capacity, but is still sufficient for escape purposes.

Phaser banks, torpedo bays, and escape pod racks dot the outer hull wherever a break in the armor can be afforded. While the choice to dot the Yagad-Tich with numerous cruiser-scaled weapon ports rather than a smaller number of capital grade superweapons leaves it somewhat undergunned for its size, the relatively smaller breaks in the armor and less volatile EPS corridors needed to power these smaller weapons makes for a better armored, more reliable package that can remain in the fight long after its better armed counterparts have been disabled. The distributed placements of the weapon ports also affords the megatortoise unusually good coverage; a feature that stood out in particular to the Rigelian fleet committee when they considered the waves of suicide-shuttles employed by the Biophage. The megatortoise's shuttle bays are located in the aft overhang of the dorsal hull, just above the impulse engines. The same entrance also doubles as the primary warp core ejection terminus; needless to say, there are thick walls and SIF systems in between the port and starboard shuttle bays, and the ejection tube that separates them.

The six hundred and fifty souls who crew the Yagad-Tich live in spartan conditions, compared to those of most Rigellian ships. Crew quarters are located throughout the ship, so that each serviceman can get to his engine room, torpedo bay, sensor blister, or command center with only a short walk or turbolift ride. The relatively small recreational spaces are a continual source of complaints among the crew, as are the dual mess halls that minimize the sense of shipboard community in favor of keeping every crewman near his station at all times. In retrospect, the engineering team admits that they might have gone slightly overboard with the post-Biophage paranoia when they designed the last minute touches before construction began. Morale is likewise unhelped by the presence of an internal EPS venting system modeled after Starfleet's own, meant to scour Biophage-infected ship sections clean of all life. On the plus side, the crew take comfort in the Yagad-Tich's ten racks of escape pods located at each cardinal corner of the ship; wherever you're stationed, escape is easy should the unthinkable happen and the Megatortoise's shields and armor both fail. Each escape pod bay is also linked by a single hallway to one of the ship's six transporter rooms, ensuring a swift evacuation to the escape pods for all crew members regardless of internal hazards.

With the first Yagad-Tich earning the respect of the entire quadrant in the Licori War and a second under construction, the Rigellians are already considering the possibility of a refit to compensate for their battleship's weaknesses. A redesign of the crew areas has already been put forward that should improve living conditions and allow for more community without compromising battle-readiness; the resulting morale boost will both improve performance, and increase the ship's effective Presence (in contradiction to its original design philosophy; the offensive role played by the Yagad-Tich in the Licori war has caused some considerable rethinking). Rumor has it that Rigelian representatives are also engaged in secret talks with the Seyek Union, regarding acquisition of the monstrously powerful Photon Lance weapon. A certain Rigelian engineer believes that she can redesign the megatortoise's anterior hull and EPS channels to accommodate a photon lance with only a minimal tradeoff in armor strength, and turn the Megatortoise-A into the single deadliest warship class in known space.

Unfortunately, the ship's low maximum warp - originally not considered a major drawback due to the Yagad-Tich's planned defensive role - is less easily solved.
 
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From the 2370's onward

2270s?

With the first Yagad-Tich earning the respect of the entire quadrant in the Licori War and a second under construction, the Rigellians are already considering the possibility of a refit to compensate for their battleship's few proven weaknesses. A redesign of the crew areas has already been put forward that should improve living conditions and allow for more community without compromising battle-readiness; the resulting morale boost will both improve performance, and increase the ship's effective Presence (in contradiction to its original design philosophy; the offensive role played by the Yagad-Tich in the Licori war has caused some considerable rethinking). Rumor has it that Rigelian representatives are also engaged in secret talks with the Seyek Union, regarding acquisition of the monstrously powerful Photon Lance weapon. A certain Rigelian engineer believes that she can redesign the megatortoise's anterior hull and EPS channels to accommodate a photon lance with only a minimal tradeoff in armor strength, and turn the Megatortoise-A into the single deadliest warship class in known space.

Intriguing and insightful how the Rigellians don't consider their, well, pitiful speed to be a weakness - not mentioned once in the whole article :D
 
2270s?



Intriguing and insightful how the Rigellians don't consider their, well, pitiful speed to be a weakness - not mentioned once in the whole article :D

I mean't 2270's. Will fix. (EDIT: fixed)

The megatortoise was originally meant to defend the Rigelian home systems from invasion. Since Rigelian space is small, speed wasn't seen as an important factor. The megatortoise ended up being used offensively, but by then the ship was complete and there's no refit that could boost its speed enough to make a real difference. Perhaps this does deserve a mention in the text. (EDIT: added a line at the end)

Anyway, if you guys liked this I can do another one. Preferably another small ship.


Also, if that they manage to fit the photon lance on as planned, the statline for the Megatortoise-A would be something like +2C +1P -1H from the original, so C8 S4 H7 L9 P4 D3. Of course, that's a big "if."
 
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Omake - The Renaissance-class - Gravitas Hunt
Well, I suppose it's a good time to share this, then. It's mostly based on thoughts I had while working on the mesh, but also borrows from comments/omakes by @Simon_Jester and @Vehrec, as well as events in-thread. I wasn't active in the early thread, so if I've made any glaring errors, let me know and I'll try to correct them (I'm not sure I got the Connie-B development timeline quite right, for instance). Simon_Jester, I tried to base the Leslie quote on what he observed in your omake, but if that's not something he'd say, I'll change it.

An Overview of the Renaissance-class
History
Origins
The Renaissance-class traces its origins to the early days of the leadership of Admiral Vitalia Kahurangi. During this time, it quickly became clear to many in Starfleet that the then-current light cruiser design, the Constellation, was woefully inadequate to the role it was designed to fill, with only one new hull laid down since the 2280s. Indeed, the first refit to the Centaur-class is considered by many to be universally superior, despite significantly smaller crew requirements.

First Steps
Preliminary design work on Starfleet's next-generation cruiser began almost immediately after Admiral Kahurangi's promotion to Commander, Starfleet. Spurred by the urgent need for new garrison starships during an extraordinary period of expansion for the Federation, there was surprisingly little politicking over the design of the Renaissance. Designed to be built in Starfleet's more plentiful and less in-demand 1mt berths, the Renaissance would nevertheless be as durable as Starfleet's renowned Excelsior class explorers.

Delay
First contact with the Cardassian Union in 2304 changed many plans. Starfleet Intelligence and the Federation Diplomatic Service were quick to determine that their aggressive expansion would very quickly put them at odds with the UFP, and there were fears that the Renaissance, not yet even at the prototyping stage, would not be ready in time. With tensions rising with the Orion Syndicate, responsible for multiple assassinations against Federation officials, Kahurangi eventually gave the green light to an unprecedented further refit to the venerable Constitution-class explorer.
The 'ConnieBee', as it is affectionately known, was more of a rebuild than a refit, but the first wave of ships reused many components – notably the intact warp nacelles – of mothballed Constitutions, and were in some cases given their names and registries. These vessels are considered by many to have been instrumental in delaying the conflict with the Cardassians, easily matching their Jaldun cruisers despite being derived from a sixty-year-old design, and proved invaluable in the campaign against the Orion Syndicate.

Continuation and Completion
Following the Constitution-B project, research proceeded at the Design Group at the new Utopia Planitia shipyard in Mars orbit, where the prototype – USS Renaissance NX-2601 – began construction in 2309. It launched five years later, under the command of Captain Larai Leaniss.

Design Elements
Specifications
  • Displacement: 1mt
  • Length: 330m
  • Decks: 19
  • Armament: 6 paired, 4 unpaired phaser emitters; 2 forward + 2 aft torpedo launchers
  • Notable facilities: battle bridge, secondary shuttlebay (hospital variant only)
Features
The Renaissance lives up to its name in many ways. While taking design cues from the convex saucer of the Excelsior and Centaur, much of the rest breaks new ground, from the 'boxy' nacelles to the oblate ellipsoid of the engineering hull.
The interior is no different. Launching with a new version of the LCARS, the dual redundant computer cores are the pinnacle of duotronic circuit engineering. The furnishing is far more luxurious than any earlier starship, described on Renaissance's maiden voyage as 'too damn soft' by Commodore Edward Leslie. Indeed, the starship boasts no fewer than four separate observation lounges: the spacious 'Six Forward' at the leading edge of the saucer, the two longitudinal rooms taking up the whole of Deck 2, mostly reserved for bridge officers and dignitaries, and the twinned lateral lounges of Deck 8.
The engineering hull is another matter. While still retaining the comforts of the saucer, every cubic metre is entirely devoted to providing the ship with everything it needs to make it the astounding vessel it is, from the high-sustainable-velocity warp core, to the shields that rival an Excelsior's. It also possesses a dual-concentric deflector array, which enhances capture or deflection of particularly energetic charged particles.

Controversies
While the desired specifications of the Renaissance were easily decided, the frame went through several iterations before settling on its final design. The initial design called for non-elevated warp nacelles, with line-of-sight attained by the sharp upward curve of the aft ventral volume of the engineering hull. However, this curve was later lessened, as it resulted in a shuttlebay that was deemed too small for requirements. As a result, the nacelles had to move. Several possibilities were floated, including lowering the nacelles further, before they were finally raised to just below the level of the saucer.

Hospital Ship
Selected before the start of prototyping as the Federation's next-generation hospital ship to replace the ancient Ranger-class derivative, the variant has a few major changes made to it. The phaser emitters have been replaced by transporter collimators, the entire ventral aft of the engineering hull is a large shuttlebay capable of landing multiple runabouts, and the lateral lounges are instead given over to extensive recuperation facilities.
 
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I'm personally at a bit of a loss as to what I said that was important enough to merit calling out on this but uh, okay!
 
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