The Senatorial Fleet owes it's allegiance to the Senate and People of the Qloathi Republic, a formulation that has sparked alarm in historians of Sol III, but has not seemed to cause much harm to the Qloathi.
Hm. It looks like the Qloathi are a bit behind the technological curve; their new 2310-vintage explorer design has performance comparable to what Starfleet could design circa 2280.
I think part of it was all of the stops and starts the program had, the design was likely on the boards before then just stuck on getting approval. Still they will benefit from getting access to Starfleet tech and designs like the Ambassador. And really absolutely love the write up, they are now the ones I want to bring in next as their exploration ethos just fits so well.
I'm still wondering if we're allowed to Diplopush the Sydraxian (or Dawair) next snakepit, or use a Sousa Deal on them? Without jeopardizing the treaty, anyway.
Dawair no unless there is a major change.... Sydraxians we will need to see what happens with their government. If they withdraw from the Ashalla Pact then they become legitimate targets for diplomatic pushses.
No Roman Republic which transitioned to the Roman Empire. The guys who laid a lot of the foundations to modern Europe but did so at the point of a gladius.
Which is kind of odd because I thought the Licori had the same doctrine. You'd think it would cancel out into both sides inflicting the same kind of pounding on each other.
The argument goes, and in much of Star Trek this appears to be supported... That basically, the 'bar' for living in space is too high and requires too much organization, advanced technology, and exotic equipment. A bunch of brawling unregulated anarcho-libertarian types aren't going to be able to support themselves out there, except maybe as pirates preying on the technological products of a better organized society.
That said, there ARE species with (a history of) limited or no regulation of their spacefaring culture. Namely, the Orions (who privatize everything), and the Yrillians (anarcho-syndicalists whose ideal spaceship captain is less like Jim Kirk and more like Malcolm Reynolds). But they're the exception rather than the norm.
Licori and Gaeni both use the tech-ship doctrine, but the Licori ships have a higher S:H ratio, making them more vulnerable to having it used against them.
I imagine the Gaeni would perform at their absolute best against an enemy like the Klingons or the Goshawnar. Swarms of low-H, low-S ships are the paper to their scissors.
As for the Orions and Yrillians, its notable how both of those two are remnants of much larger and more centralized civilizations.
My money's on Ferasa. Ferasa is deep in our territory, relatively secure and fairly far from any likely front against any powerful opponent. The only people likely to be able to hit it would be the Klingons, and even they couldn't get to it fast. By the time the Galaxies come around, the Dawiar are likely to have ceased to be a problem in my opinion.
Licori and Gaeni both use the tech-ship doctrine, but the Licori ships have a higher S:H ratio, making them more vulnerable to having it used against them.
I imagine the Gaeni would perform at their absolute best against an enemy like the Klingons or the Goshawnar. Swarms of low-H, low-S ships are the paper to their scissors.
As for the Orions and Yrillians, its notable how both of those two are remnants of much larger and more centralized civilizations.
Also notable how they are not, in any meaningful sense, making progress and expanding as civilizations. They're basically stuck in the Dark Ages.
In other words, the only time you get freewheeling, freebooting space privateers who are immune to regulation and free to fight and trade and brawl and sail as they wish (like the ancient Sea People, or the medieval Vikings) is during an era of international chaos and overall decline of civilization (like the ancient Sea People, or the medieval Vikings).
In other words, the only time you get freewheeling, freebooting space privateers who are immune to regulation and free to fight and trade and brawl and sail as they wish (like the ancient Sea People, or the medieval Vikings) is during an era of international chaos and overall decline of civilization (like the ancient Sea People, or the medieval Vikings).
My money's on Ferasa. Ferasa is deep in our territory, relatively secure and fairly far from any likely front against any powerful opponent. The only people likely to be able to hit it would be the Klingons, and even they couldn't get to it fast. By the time the Galaxies come around, the Dawiar are likely to have ceased to be a problem in my opinion.
Also notable how they are not, in any meaningful sense, making progress and expanding as civilizations. They're basically stuck in the Dark Ages.
In other words, the only time you get freewheeling, freebooting space privateers who are immune to regulation and free to fight and trade and brawl and sail as they wish (like the ancient Sea People, or the medieval Vikings) is during an era of international chaos and overall decline of civilization (like the ancient Sea People, or the medieval Vikings).
Ferasa or Qolath make the most sense, Ferasa would give a bit more coverage towards Andor and Cladonia, while Qloath would better cover out towards the Seyek and any other species we meet out. Qloath still has all of Seyek between it and Cardassian space to keep it safe as well.
My money's on Ferasa. Ferasa is deep in our territory, relatively secure and fairly far from any likely front against any powerful opponent. The only people likely to be able to hit it would be the Klingons, and even they couldn't get to it fast. By the time the Galaxies come around, the Dawiar are likely to have ceased to be a problem in my opinion.
I personally favour Orion since that is also a relatively central location, has considerable economic power and could really benefit from having a stronger Starfleet presence as well as a boost to their economy after the crash due to the orion crisis. Though I admit that I would actually quite happy if we would consider it as the location for the next support shipyard since that seems even more fitting (and perhaps less in danger of industrial espionage).
A lot of species seem really fond of these 1.5 to 2mt ship models. Shows what a triumph of engineering the Renaissance is, forcing all that power into a 1mt hull so that Starfleet can keep using the 1mt ship berths it has in such quantity.
Honestly, I'm not really sure we need a Rennie 2.0/Nebula. A refit Rennie we would probably want to have P4, maybe C6. That gets pretty close to an Excelsior statline, to the point that the next Garrison ship is probably going to have Excelsior stats. At that point, we start to see issues because the cost of an Excelsior equivalent has about the same stats as an Excelsior itself. From my playing around with T3 techs and the 1.5-2mt frames, we might be able to get something that's somewhat cheaper for the statline, but at that point a hypothetical E-B refit may suffice for our needs.
I personally favour Orion since that is also a relatively central location, has considerable economic power and could really benefit from having a stronger Starfleet presence as well as a boost to their economy after the crash due to the orion crisis. Though I admit that I would actually quite happy if we would consider it as the location for the next support shipyard since that seems even more fitting (and perhaps less in danger of industrial espionage).
Too close to Earth for a major yard like UP. It still has a small Starfleet yard. Basically in my view we want to spread out our major yards to provide coverage to different sections of the Federation as points for new construction, refits and repairs. Amarkia would cover Indoria and Apiata as well. Mars already covers Tellar and Vulcan, along with Betazed and Gaeni. Ferasa or Qolath would give us a third zone of coverage.
The illustrations for this one are a mess. So many little pointy bits, I couldn't match them up for each angle and just got frustrated. Ah well.
Omake: Stinger
During the first decade of the twenty-fourth century, the Apiata Allhive acquired an abundance of three things that had previously been scarce: dilithium, political unity, and supernova-hot loathing of all things Cardassian. The stinger-class attack frigate was sculpted with great care and talent from this heady and horrifying mixture.
One pixel = 1 meter
While the apiata have a history of warfare as long and brutal as any other species', the late twenty-third century was a time of relative peace. Recent advances in warp technology allowed foragers to range much further in search of resources, which reduced the urgency of conflicts between polities. The brief, small-scale wars that did occur followed a relatively civil pattern; a fleet of swarmers would outmaneuver another fleet of swarmers, usually with minimal losses on either side, to surround the enemy queenship, forcing it to surrender. These tactics were somewhat less effective in the occasional skirmish that was had with the Indorians, but still successful enough that the Indorians quickly agreed to a treaty rather than continue hostilities. The first real military threat to the apiata arrived in 2300, with their first encounter with the Cardassian Union. Low-shield, low-firepower swarmers were little use against the heavily armored hulls and freely-fired torpedoes of the Cardassians. New warship designs were proposed, but the same dilithium shortage that had driven apiata expansion in the first place limited their options for improving the fleet without having to completely rethink their swarm doctrine. In the meantime, the apiata developed the stinger as a stopgap measure; though their oversized and overpowered warp cores made them too expensive for mass production, it was hoped that a small group of these massively up-gunned heavy swarmers could hold the line in the short term.
The appearance of the Federation, and the trade opportunities it offered, changed everything. Suddenly, the Allhive no longer had a shortage of exotic materials. The stinger was immediately put into mass production, and within a decade had all but completely phased out the old-model swarmer.
Unlike the rods, slabs, or rings designed by most species, apiata ships employ a "wing" warp nacelle that balances the field between a larger number of less individually important anchors. In the case of the stinger, this manifests in the form of four large wings arranged in a rough X-pattern, and a smaller aft pair that serve a special purpose. Working in conjunction with the aft impulse engines, these minor wings create a low-intensity warp field that shifts the effective mass of the ship as it moves in different directions; consequently, the stinger is able to make impressive sharp turns and tumbles without needing much larger and heavier maneuvering thrusters that would increase the size and targeting profile of the ship. Many observers, apiata and alien alike, have remarks on the uncanny aspect of a ship that rolls and swivels through space so nimbly without visible side-thrusters.
Making use of the same heavy-duty EPS conduits that supply the warp nacelles, each wing also bears a forward-facing pulse phaser cannon, with the lower wings also bearing an aft-facing cannon. A new variation on the familiar phaser beam weapon, the pulse phaser takes some inspiration from the rapid-firing disrupters employed by the Allhive's cardassian enemies. The extreme high-intensity pulses manage to combine the disrupter's rate of fire with the phaser's antishield properties, at the cost of having slightly less range than either. Rather than a longranged torpedo system to make up for the pulse phaser's limitations, the apiata decided to double down on the stinger's role as a close ranged attacker and outfit it with the same micro-missile launchers as the old swarmer, though with a considerably expanded magazine thanks to the stinger's larger size. While the micro-missile warheads are individually weaker than a typical photon torpedo's, the rate of fire enabled by their small size and low launch energy requirements gives them a potentially higher damage output. Another emergent benefit of the stinger's rain of rapid fire weapons is counter-evasion; with so many projectiles, even low-powered ones, filling the area, the chances of the enemy completely evading a salvo are minimal. The usual tactic of the stinger is to make multiple-high speed strafing runs with its forward pulse phasers and missile launchers, covering its retreat from each with its aft phasers and relying on its own agility and shielding to protect it from return fire. In the rare event that the enemy proves able to outrun the strafing passes, they adopt a different tactic; corral the enemy into the path of the much longer ranged beam phasers and plasma cannons of the accompanying queenship.
Besides the weapons and wing nacelles, the largest energy consumer aboard the stinger by far is the "compound eye" deflector array sheltered by the frontal hood. Just like the warp engines, this array consists of many smaller, semi-autonomous field projectors that each surround the stinger with weak - but overlapping - shield layers that can collectively stand up to remarkable punishment. The array is placed as far as possible from any weapon hardpoints, both to keep the enemy fire from damaging too many combat systems at once, and as a token gesture to avoid placing too many oversized EPS conduits right on top of each other.
The last major system, the sensor and subspace communication arrays, are mounted on an elongated tower that runs along the aft dorsal spine. In contrast to the power and compact elegance of the rest of the ship, the sensor tower is a bulky, inefficient construction. While apiata shield and propulsion technologies are second to none, their sensors are somewhat lacking compared to those of their overall technological peers.
The stinger's warp core and its many-layered cooling and containment systems occupy nearly a fourth of the main hull's volume. The energy output of this engine is such that the core itself is not safe to approach while active; a four meter thick mass of coolant gel and radiation-absorbing panels separates the core itself from the engineers who regulate its output. Consequently, the stinger's core-ejection sequence was designed to exploit the surrounding liquid medium; a hydraulic pump sends the offending warp core out into space amidst a volcano-like sprat of superheated gel from between the thrusters. Even with this dramatic core-ejection system, however, every worker who serves aboard the stinger is grimly aware of just how thin the hull plating is, and how large and overcharged its warp core and EPS conduits. Should the stinger's nimble evasive maneuvers and potent shield array both fail, the hull is likely to consume itself in a chain reaction of plasma fires and antimatter explosions when enemy fire falls upon its thin, flimsy plating.
The specificity of the stinger's role as a short-ranged warship and queenship escort allowed the engineers to cut considerable corners with its design. There are no cargo or shuttle bays aboard the stinger, and only a single, small transporter room. The ship's underbelly is actually made up of escape pods, which also serve as the crew's quarters. Conditions in these quarters would seem dungeon-like to most sophonts, but to the eusocial apiata they are no worse than the spartan accommodations aboard other races' combat frigates. The lack of recreational facilites, however - and more importantly, the lack of any queens among the ship's crew - are a liability to crew morale on long missions, but the stinger is not meant for long missions without a queenship. Indeed, it lacks the fuel or food stores for such a mission in the first place. Like the swarmer that preceded it, the stinger is carefully designed to fit inside of a queenship's expansive warp bubble, and the sensor tower serves as a sturdy and highly magnetized target for the queenship's tractor beam tethers. On long missions, the stingers are resupplied from the queenship's large cargo bays, and their crews typically spend their off-hours in the queenship's worker relaxation sphere. While the larger size of the swarmer means that each queenship can only tow two of them in its warp bubble (as opposed to three old-model swarmers), the sheer power of the stinger is more than enough to make up for it.
With Apiata integration, and subsequent ratification, into the Federation, some of the Allhive's engineers are suggesting a refit that would improve the oversized, energy-inefficient sensor towers with vastly superior Starfleet arrays. However, the sheer number of stingers in service, combined with the limited need for intensive sensor use in the ship's intended role, have so far made this proposal unpopular. Most of the starship queens simply point to the current version's track record against the Cardassians, and ask - usually with a blood chilling smile - why they should fix what clearly isn't broken.
Ferasa us probably the best choice. Alukk or Celos wouldn't be bad either. The latter is slightly more defendable and I would suspect there'd benefits from being close to earth and tellar. Plus there's that omake about the imperial shipyard that may or may not confer a benefit
However, a major shipyard at Ferasa and an aux one at Celos or Alukk is a super solid decision. Aux yard makes slightly more sense for the Orions anyways, they're more commercially oriented.