Agree with Simon. The original four races are locked into only building Starfleet designs - there would have to be a lot of politics going on before they would go back to making their own designs.

@pheonix89 The Excelsior-A does fit in some weapons and shields - while also increasing the sensors and increasing the diplomacy space. How? No idea, but they did it.
Better hardware. The original Excelsior design was finalized some time in the early 2280s, and there's no evidence of any significant updates (the kind that bump a ship's stat from 5 to 6) in the quarter-century since then.

Compare a Renaissance-class cruiser to a Constitution-A of comparable tonnage; the Rennie has a major performance advantage in every category except speed where it's at least close to a tie. The Rennie and the Excelsior refit use comparable technology, though the original Excelsior configuration was 10-20 years ahead of the technology that went into the refit Connies, to be fair.
 
The benefit of a modular ship, as far as I can tell, is that we can adapt our fleet to new situations without running into the crew shortages incurred by activating a ton of extra war/science/garrison ships. It could also be more forwards compatible with new technology; instead of needing expensive and lengthy refits, we could just swap out old modules for newer and more advanced ones.

Of course, the downside is that swapping out modules is still going to take some time, so we'll have a lot of ships in drydock for a quarter or two whenever we need to adapt our fleet in a big way. We also will need to spend resources in advance on a lot of modules that we may or may not ever use.


One possible additional benefit to modular ships, though, is war readiness vs. the Combat limit. Say, we build a bunch of combat modules for our frigate or cruiser fleets, but then lock all those modules in a vault somewhere and hand the key to the Council. That way, we could operate a low-C fleet during peacetime, and have the ability to quickly arm it in the event of an emergency (when the C limit is temporarily waived) and then disarm and return the modules to Council safekeeping afterward.

Of course, for this to be practical, the combat modules would need to be attachable within a very short timeframe. If it takes six months or whatever to attach the module, then it won't really work as a short-notice emergency measure.
 
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I would vote against it. Other stuff I think is more important and am not willing to sacrifice. But hopefully we won't even get the option, and I won't have to spend a lot of time arguing against it.

And then we won't have another auxiliary yard. And nothing bad will happen.
And THIS is why I want the aux yard. We need the aux ships and there's damn near no chance in hell that we'll get them built in the normal yards because the guy who handles ship build planning doesn't care about the problem.
 
Easy solution - each quarter where Starfleet needs member ship logistics support generates -1PP per contributing member world.
Perhaps. But I'm going to be rather annoyed at quite a few people if that happens because they'll have been ignoring a problem till it became critical and hurt us pretty badly as a result.
 
To be honest, logistics wasn't part of the game (for players) at the start of the quest.
Yeah, which is not exactly a bad thing mind you. But now it is something that we'll have to be aware of, looking at the last shipyard ops post with our Aux information, our aux berths won't complete their constructions for quite sometime.
Still isn't. It's abstracted away.
Which is probably a good thing, we don't need an in depth logistics system in this game in my opinion.
 
Commenced:
Andor - Repair [USS Hood], Refit [Miranda-A], 1 Cargo Ship (War Build)
Vulcan - 1 Constellation-P (NCC-1824), Repair [USS Svai]
Tellar - Expand Xurch Melloch [1x1000kt], 1 Renaissance [NCC-2616], Repair [USS Torbriel]
Humans - Expand Luna Orbital [2x3100kt], Expand Cochrane Yards [1x1000kt], Expand Green Hook Fleet Yards [1x1000kt], 1 Engineering Ship (War), 1 Cargo Ship (War)
Amarki - 1 Hebrinda-A (NCC-2407), 1 Brieca (NCC-2309), 1 Civilian Freighter (War), 1 Cargo Ship (War)
Betazed - Waiting to upgrade 2xPatrollers
Caitian - 1 Colony Ship, 2 Modern Swarmer (NCC-2818, 2819), Upgrade S'Karniss@Merfara II [2x600->1000kt]
Rigel -
Apiata - 2 Stinger (NCC-3222, 3223), 1 Repair [Stinger]
Risa -
Gaeni - 1 Prototype Tech-Explorer, 1 Tech-Frigate
Caldonia - 1 Renaissance, Expand Caldonian Government Shipyard [1x1000kt]
Indoria - 1 Renaissance (NCC-2615), 1 Cargo Ship, 1 Engineering Ship
Seyek - 1 Battleship, 1 Civilian Freighter
Orions - 1 Explorer, 1 Civilian Freighter, 1 Engineering Ship
Qloath - 1 Qalla Leb Tigran, 1 Engineering Ship
Honiani - 1 Monastery, 1 Reliquary

Spreadsheets are updated and wow there is some interesting build news going. From the top,

Andor-their last Miranda is in for refit, this leaves Vulcan and Starfleet with the last active Miarndas (1 for Vulcan and 4 for us)
Vulcan-Constellation P! Looks like a new build as opposed to a ship going under refit and I marked it as under construction.

Tellar-Rennie! There 4th under construction, yes tellar loves the Renaissance
Humans-my oh my, 2 shipyards being expanded to handle the Ambassador and 2 being expanded to handle anything except our Explorers

Amarki- a 2nd herbinda-A under construction but the Brieca why? It's hull is 1 better than the Centaur-A and shield the same but everything else is worse
Caitian- upgrading docks to handle most fed ships (only are explorers are over 1mt at this point) and 2 more swarmers and a colony ship, looks like build up for the GBZ

Apiata-2 more stingers! Yes go our bee friends go, maybe this means you can rotate another queenship and stinger pair into the GBZ (this also puts them at 4 stingers under construction, and 2 that just finished being repaired)
Gaeni- They saw the Enterprise and were jealous, High science ship likely

Caldonia-Hey they are using the designs we gave them! It really is a better combat ship than their cruiser and gives them a flagship and will be nice once they join us in 2317 (moratorium ends Q2 so I could see Q3 or Q4 admittance)
Indoria- Lets just say it Renaissance is love. Strictly better than their current cruiser which is their largest ship oh and brining a berth up to the 1mt standard.

Seyek-Oh boy... that Battleship is the same class as the sign, a 9C 6S 4H 6L monster (yes it has a decent science score)
Orions-New explorer... I think it is the Vigilant class which they already have one which is not that great, it only has 1S and 1H on the Renissance, they will benefit from becoming members with better ships

Qloath-Qalla is a solid cruiser, just a bit worse than the Renissance (-1C, +1S, -1L, -1P, -2D) though a refit would likely make it competitive. This will be their third.
Honiani-An escort and a cruiser, we don't have their full stats (yet) but escort is 3C, 3S, 3D and the cruiser is 4C, 3S, 3D.


@OneirosTheWriter
Questions:
1. Vulcan Constellation-P is a new construction not a refit?
2. Why are the Amarki building a Briece? It is pretty much worse than a Centaur-A except for 1 more hull and the same shield
3. Is the Orion Explorer part of the Vigilant class or a new design?
 
Also circling back to the Graterian push, I am against it as right now the Sydraxians are divided from the sounds of it, doing a push there would give the Cardassian leaning side something to potentially rally around. And right now my priorities for pushes would be:
1.Ashidi -new race south of Cardassians
2.Obar- we met them through the Honiani

If a third from the below group:
Honiani- currently 49 points away from hitting 300, so a push plus the annual roll can get them there this year which would give us a bit more in terms of resources, crew, PP and RP for next year
Laio-at 75 before we did a small push during the crisis, a push here could easily affiliate them

Depending on the negotiations I can see a push on the puppies next year though.
 
Also circling back to the Graterian push, I am against it as right now the Sydraxians are divided from the sounds of it, doing a push there would give the Cardassian leaning side something to potentially rally around. And right now my priorities for pushes would be:
1.Ashidi -new race south of Cardassians
2.Obar- we met them through the Honiani

If a third from the below group:
Honiani- currently 49 points away from hitting 300, so a push plus the annual roll can get them there this year which would give us a bit more in terms of resources, crew, PP and RP for next year
Laio-at 75 before we did a small push during the crisis, a push here could easily affiliate them

Depending on the negotiations I can see a push on the puppies next year though.

If we haven't gotten the Ked Paddah to 100 yet we should also push them. We need them as affiliates, though it's possible we'll get more events for them...
 
Easy solution - each quarter where Starfleet needs member ship logistics support generates -1PP per contributing member world.

If you need to make it into a problem to get it fixed, maybe it isn't that much of a problem to begin with? We've never had major issues with logistics, and we are working to make up for our deficits slowly. The auxiliary yard has only been online for a year, it's too soon to say we need another one. There are better things to spend pp on.
 
Speaking of post-scarcity economies:



I would also recommend checking out his episodes on Arcologies, Rotating Habitats, and Rogue Planets. Those would seem most relevant to wold-building in ST.
 
If we haven't gotten the Ked Paddah to 100 yet we should also push them. We need them as affiliates, though it's possible we'll get more events for them...
I would like to see where we end up after the war concludes, I imagine we will get a relations boost, but unless we have gotten a boost before they are only 35/100. Ashidi though need to be top priority as we will be competing with the Cardassians there. Obar after that as they seemed neat from their intro through the Honiani and are a bit bigger than the Laio.

Honiani have a explorer culture similar to the Feds and Qloathi but with a spiritual bent so integrating them closer would be a good idea. Remember they sent one of their explorers with the Kadesh part of the way just to learn about them and they encountered the Obar and have been nice diplomatically to them and introduced us.

Laio- since they are at 86/100 (we did a half push as a crisis action) would likely hit 100 on a push, making them an affiliate and giving them 3 more rolls to boost the relationship higher.
 
I was looking at the current map and I saw somethings that caught my interest. So I had a few questions about it.

1. Who are the Dylaarians?
2. When did we first encounter them?
3. Is getting the Ked Peddah to join the federation an option?
4. Do the romulans realize what will happen if we get the Ked Peddah to join the Federation? IE us bordering them in 2 directions and the Klingons on another side?
 
2315.Q1.M3.F2 - Anoxa Pt 1
Almost every star-faring power has a dirty tricks team among their assets somewhere. Some like to extol their virtues from the mountaintop, others like to enforce veils of secrecy around them. But in every case, they are exceptionally competent and motivated lifeforms. When the price of failure is so severe, it can't be any other way. Unlike others who award their operators with lofty titles, the Fangs of whatever, the Alpha Forces, the Onyx Guards, and other grandiose titles, in Starfleet Intelligence there are two major groups.

Special Projects Security Department, part of the Internal Security Command, and the Irregular Operations Department, part of the Field Desk. Over the last several years, the department has taken on many Amarkians, Caitians, and Andorians, plus not a few Humans. Some of their work is well known to you. The Special Projects offices were your thin grey line between the innocents of many Orion worlds, and the Syndicate who stood for greed before all else. The Irregular Operations people have long spent their time around the fringes of Federation space, holding forth the light in places where threats may lay in wait.

As the Hummingbird drifts silently through the interstellar medium, she carries the largest task force of intelligence operatives seen since there was open war with the Klingons. All with one target in mind: Anoxa, a weapon of staggering power. Built with the blood of slave-workers for the glory of distant nobles, you aim to destroy it not for the glory of your Councillors back on earth, but for the salvation of those slave workers who yet labour on Gammon.

But it is a difficult task. Two stations are dedicated to protecting the Anoxa, and the base complex itself is a fortress. But Starfleet Intelligence has not been idle - nor have the Gaeni or the Ked Paddah, and they have funnelled information to you. The Ked Paddah in particular have long contemplated the destruction of this weapon, and they have gathered much information about it. But contacts made in concert with Vice Admiral Sulu during the last diplomatic summit have also borne fruit. There are many who still regard House Kortennon as more their enemy than the Federation. In addition, the first tranche of listening posts, plus a few acts of derring-do have given signal intercepts that give deep insights into the security on the facility.

The Anoxa complex is less a base and more a city, with the glittering heights around the weapon itself, and the shanty slums of the labourers that surround it. Many things are learned from capturing Ynnead. The part of the moon that radiates from the base is partially terraformed, yet not very well patrolled, as no peasant has the equipment to survive the marginal conditions the further you go from the base. With the Ked Paddah agent in place, you believe that the presence of civilians in the area is a major boon. It just requires more care to be taken so as not to inadvertently cause a massacre when destroying the superlaser.

Scott Linderley is the head of Intelligence, but his forte is not this type of operation. He knows that, however, so when it came type to plan this operation, he went instead to one VAdm Sulu, Hikaru. The meeting where Sulu first meets with his co-conspirators has entered legend among the Intel community. They meet not in the confines of Starbase 1, or Intel's own station, or in a command room, or any other high-tech environs. Instead he gathers everyone in the basement of a shop in old Paris, with only such technology as they can carry. His first action is to take off his rank device, pull out a name tag, and record, "Mr Red". He bade all to take off their rank device and record a colour or letter to be addressed by. And then they got to work crafting a plan to pull off one of the most daring missions in Starfleet history.

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

Basic Team Stats: C4 S5 P5 H5 N10 -

Lessons learned from the T'Mir's infiltration games has allowed the Hummingbird to approach the Gammon system successfully.

Work from the doctrine research teams alongside inspection of captured sensor components has revealed an oversight in their design. If we emit a particular frequency of interference pattern, and have our runabouts match that shield modulation, they should be able to approach undetected by sensor.
[Test to approach Stations without raising alarm reduced from Hard DC to Medium DC]

The decision to reach out to the Ked Paddah has resulted in agents on the ground, and considerable information about Arcadian battle practices.
[Re-roll for infiltration of Anoxa outer complex gained]
[Gain +1 C for all units]

With the wealth of industrial assets working for Starfleet, it was easy to create sufficient new-model phasers and vacuum suits to equip the entire operation.
[All units +1 C, +1 H]

The decision to open diplomatic channels and attempt to gain contacts has allowed you to learn more about the various cultures]
[All units gain +1 P]

Office 24's experiences in the Orion Syndicate campaigns has given them a familiarity with working among potentially hostile populations.
[Office 24 units gain +1 P]

The first listening posts have given you some advanced warning on patrols, commanders, and various details.
[Gain 1 one-shot re-roll]
[Gain +1 S to Office 10 units]

The defeat of the Emperor has given many hope that this may be the end of the old system.
[Re-roll any roll to betray from the locals]

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

Overall Command - Commander Iltoor Paralan, Chief, Office 24

Irregular Operations
- Office 10 - Tasked with assault on Orbital Stations and extraction
-- Team Blue & Purple (Operators) - (C6 S6 P6 H6 N10) - Entry Team Station A
-- Team Red & Silver (Operators) - (C6 S6 P6 H6 N10) - Entry Team Station B
-- Team Gold (Electronics) - (C5 S11 P6 H4 N8) - Split and hack into station systems
-- Team Green (Demolitions) - (C5 S6 P6 H5 N8) - Join up with Office 24
-- Team Orange (Pathfinder) - (C5 S6 P9 H6 N8) - Help Office 24 enter city
Special Projects Security
- Office 24 - Tasked with destruction of superlaser mechanism, power generation
-- Team Slipper (Breach) - (C6 S4 P6 H7 N10) -
-- Team Songbird (Operators) - (C6 S5 P7 H6 N10) -
-- Team Sunshine (Operators) - (C6 S5 P7 H6 N10) -
-- Team Seabed (Operators) - (C6 S5 P7 H6 N10) -
-- Team Rainfall (Heavy) - (C6 S3 P3 H6 N10) -
-- Team Ripple (Marksman) - (C6 S5 P5 H3 N2)
 
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