because they take 4 years to build, and we are berth-limited at the moment?

But why do we need to fill up our small berths? Why not just fill our large ones as they open and wait for the Renaissance, then start a big building project once we have it? Even if we accept that we're building something, if we're berth limited, why are we planning on building the worst per-berth ship in our fleet?
 
But why do we need to fill up our small berths? Why not just fill our large ones as they open and wait for the Renaissance, then start a big building project once we have it? Even if we accept that we're building something, if we're berth limited, why are we planning on building the worst per-berth ship in our fleet?
Because the berth size limitations move it over to a pick between Centaurs and Constellations. Also, Centaurs BUILD FASTER. The berth calculus is not Centaur vs Constellation. It's 3 Centaurs vs 2 Constellations.
 
also, on the Refit Constellation vs Refit Centaur cost analysis

post refits, the stat lines are as follows

Connie: C4 S3 H2 L2 P2 D4 3 years 70 BR 45 SR
Centaur: C3 S3 H2 L3 P3 D3 2 years 80 BR 70 SR

with our annual income:

we can build 3 Centaurs a year. limit is on both SR and crew

we can build 1.5 Constellations a year, limit is on Enlisted Crew (the connie uses twice as much enlisted as the centaur)

and since our stockpiles of Techs crew is so low (compared to the other two) and both the centaur and connie take the same amount of techs to crew, if we build beyond our income we will quickly run into a bottleneck.

and since the constellation takes an extra year of yard time to build, that means that we can put out 50% less of them if we are able to max out our yards (which we might not want to do because repairs).

as it is right now, building 3 centaurs a year will max out our 1MT shipyards. we could build at most 2 constellations a year in our current shipyards (note, shipyards include UP)

so we have no major reason to build beyond our means


and if we actually compare the two ships, they have the same total Stat Value (17 points)

the Connie has +1 C D
the Centaur has +1 L P

these are roughly equivalent, but i personally am fine with giving up the C and D for the L, especially since the centaur does not increase the combat-science gap, something that would keep the Council mollified.

But in the end, the question comes down the the following: what is more valuable to us - Crew and faster build times or SR?

and i think the answer to that is Crew and build times.

my reasoning for that is because we still want to build Excelsiors (1 every year or two) so we have additional crew br and sr requirements on top of our possible centaurs and connies.

we can mitigate the br and sr cost of the big Es with PP. we cannot really do the same for crew.

so, the Centaurs are the better choice for us to build right now.
 
I don't know why everyone is so down on the Constellation. It's very cheap to make in terms of special resources, which is actually a huge benefit.

Sure it doesn't have a lot of durability, but so what? It's not a warship; it's a utility ship. It zips around its home sector and does rescues, ferries diplomats, and conducts surveys. With a refit upgrade it would have as good as Science as this Renaissance that everyone is always drooling over. That's right, on 75% of missions you could send a Renaissance or a refitted Constellation and they would perform equally well. And the main advantage of the Renaissance isn't better shields, it's higher Presence!

Yet the Constellation is a "piece of shit" because it doesn't have very good shields or hull.
Having twice the Presence doesn't hurt for when diplomatic issues pop up at home, true, but I'd say the main advantage of the Renaissance is its better shields. The ship is more than twice as durable as a Constellation, meaning we can actually take it into combat without dying when looked at wrong, and overall it has a really good stat-line for its cost.
 
Omake - The Gorn - cokerpilot
Part 1.

From: Starfleet Intelligence Rear Admiral
Nash zh'Rhashaan
To: Starfleet Explorer Corps Rear Admiral Hikaru Sulu

Subject: Known Information on potential Minor and Major powers do not yet have official diplomatic contact with.


Hello Sulu,

My department got your request for any information you could give to your explorer captains to try to prepare them for potential contacts with races we have encountered but do not have official diplomatic channels open with. I took it on myself to personally send you the data packets we have so that you may choose form with in them how much information you wish to share with your captains. Keep in mind of course that do to the nature of this situation of the data in these packets is educated guess work given the sacristy of information. Though it is with some amusement I add that you personally have encountered if not all most of the races in said data packet.


Starfleet Intelligence Race Profiles

The Gorn.

The Federation's first official and recorded encounter with the Gorn species occurred on stardate 2267 on the federation frontier world of Cestus III when a Gorn dropped out of warp and launched a preemptive strike against the colony. Despite large scale destruction casualties were light to nonexistent suggesting an attempt at intimidation rather then actual intent to harm. The Gorn then contacted the Colonists and claimed previous ownership of the colony world. Before the situation could proceed much further it was interrupted by the arrival of the USS Enterprise A then commanded Captain James T Krik. Following a short exchange the Gorn vessel proceeded to flee the system towards the galactic south at maximum warp the with the Enterprise in pursuit. After a rather long chase far into the unknown reaches of the south both ships were immobilized by the mysterious race known only as the Metrons. The Captains of both vessels were then teleported to unknown planets surface and forced to do single combat with each other. Despite the clear physical superiority of the Gorn captain Kirk was able to win duel by making a makeshift black powder weapon using local materials. Captain Kirk despite his victory chose to have mercy on his defeated opponent and both captains were teleported back to their respective ships and the Enterprise the teleported back to federation space. For more detailed information on this encounter see connected file TOS. ARENA. Since this encounter the explore corps has encountered Gorn ships on a few occasions to galactic south of the federation were interactions have been if not friendly at least cordial and have even worked together at times to deal with hostile anomalies and threats.

Confirmed information

Physically the Gorn themselves are Reptilian species about two meters tall with green rubbery skin and red blood. They are several times stronger than most humanoids of equivalent size with matching physical endurance and stamina though somewhat slower and less agile. Further increasing the potential physical threat are impressive array teeth and sharp claws. They have also shown to be able to survive exposure to the vacuum of space for limited periods of time. Intelligence wise they appear to be on par with the human species.

Technologically they appear to be on par with the local powers with some advantages and disadvantages. Their ships have shown similar levels of speed and endurance to their Federation counterparts. Their primary weapons all appear to be disruptor based are suspiciously similar to Klingon equivalents due to the reliance on them and sub par phaser equivalents they do not appear to be able to put out as much as much damage as an equivalent Federation vessel. Transporter and communication technology appears equivalent if perhaps a bit more bulky than Federation norms. Interestingly their sensor technology despite seeming to be both less precise and strong as ours appears to be geared towards detecting the emissions of clocked vessels. The two places that the Gorn technology does appears to be ahead of ours is in hull design and shield strength. During our initial encounter with them the Gorn vessel able to withstand a full spread photon torpedoes and phaser strikes without losing significant power to it's shields. Later encounters again showed remarkable shield endurance during a joint encounter with an adult space dragon where their ship was able to keep its shields up longer than ours in the fight despite sustaining a more than equal amount of attacks from it. Scans has also that their Starship hulls appear to be able to withstand more punishment than ours. As usual however our ships scientific facilities appeared to be superior and more numerous.

Unconfirmed but likely information.

From the locations of our encounters with them and the path of their fleeing ship The Gorn are almost certifiably located to our galactic south and given the noted direction of several of technological paths as well ship design are almost certainly either located on or near the border of Klingon space. This has further collaborated by off hand remarks during the our rare encounters with them as well recovered data from Klingon ships describing a race that seems to match Gorn perfectly.

Educated Guess.

Given their level of technological development, the seeming focus of their ships and technology on defending themselves and being seemingly tailored to fight the Klingons (perhaps even stolen/recovered from the Klingons) we suspect that they encountered them at least a century ago. They praobly have since focused themselves on being able to withstand the Klingons without appearing an appealing target to go to war with. As such they have probably been at least low level skirmishes with the Klingons for years and their interest the Cestus III colony was probably the the materials their know for their rarity and excellent quality in ship building. Thankfully Kriks actions to spare their captain appears to have both surprised and garnered some form of respect from their people. If we need to guess the size of their sphere of influence we would probably guess it to equally to that of one the Federation's Affiliates though probably much more geared to being able to sustain an near endless if low level war with the Klingons.


OCC: please feel free to point out Grammar errors and typos.
 
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Having twice the Presence doesn't hurt for when diplomatic issues pop up at home, true, but I'd say the main advantage of the Renaissance is its better shields. The ship is more than twice as durable as a Constellation, meaning we can actually take it into combat without dying when looked at wrong, and overall it has a really good stat-line for its cost.
Yes, but Breifvoice already has a counterpoint for that: the Constellation's primary role isn't combat, therefore it's actual durability is irrelevent. Seriously, the bulk of that quote is explaining WHY the sheild stat is irrelevant in determining the validity of the Constellation refit.

We'll probably have to keep the Constellation around no matter what anyway, purely because it can count for defence points in the backlines while we ship Renaissances to the front.
 
Part 1.

From: Starfleet Intelligence Rear Admiral
Nash zh'Rhashaan
To: Starfleet Explorer Corps Rear Admiral Hikaru Sulu

Subject: Known Information on potential Minor and Major powers do not yet have official diplomatic contact with.


Hello Sulu,

My department got your request for any information you could give to your explorer captains to try to prepare them for potential contacts with races we have encountered but do not have official diplomatic channels open with. I took it on myself to personally send you the data packets we have so that you may choose form with in them how much information you wish to share with your captains. Keep in mind of course that do to the nature of this situation of the data in these packets is educated guess work given the sacristy of information. Though it is with some amusement I add that you personally have encountered if not all most of the races in said data packet.


Starfleet Intelligence Race Profiles

The Gorn.

The Federation's first official and recorded encounter with the Gorn species occurred on stardate 2267 on the federation frontier world of Cestus III when a Gorn dropped out of warp and launched a preemptive strike against the colony. Despite large scale destruction casualties were light to nonexistent suggesting an attempt at intimidation rather then actual intent to harm. The Gorn then contacted the Colonists and claimed previous ownership of the colony world. Before the situation could proceed much further it was interrupted by the arrival of the USS Enterprise A then commanded Captain James T Krik. Following a short exchange the Gorn vessel proceeded to flee the system towards the galactic south at maximum warp the with the Enterprise in pursuit. After a rather long chase far into the unknown reaches of the south both ships were immobilized by the mysterious race known only as the Metrons. The Captains of both vessels were then teleported to unknown planets surface and forced to do single combat with each other. Despite the clear physical superiority of the Gorn captain Kirk was able to win duel by making a makeshift black powder weapon using local materials. Captain Kirk despite his victory chose to have mercy on his defeated opponent and both captains were teleported back to their respective ships and the Enterprise the teleported back to federation space. For more detailed information on this encounter see connected file TOS. ARENA. Since this encounter the explore corps has encountered Gorn ships on a few occasions to galactic south of the federation were interactions have been if not friendly at least cordial and have even worked together at times to deal with hostile anomalies and threats.

Confirmed information

Physically the Gorn themselves are Reptilian species about two meters tall with green rubbery skin and read blood. They are several times stronger than most humanoids of equivalent size with matching physical endurance and stamina though somewhat slower slower and less agile. Further increasing the potential physical threat are impressive array teeth and sharp claws. They have also shown to be able to survive exposure to the vacuum of space for limited periods of time. Intelligence wise they appear to be on par with the human species.

Technologically they appear to be on par with the local powers with some advantages and disadvantages. Their ships have shown similar levels of speed and endurance to their Federation counterparts. Their primary weapons all appear to be disruptor based are suspiciously similar to Klingon equivalents due to the reliance on them and sub par phaser equivalents they do not appear to be able to put out as much as much damage as an equivalent Federation vessel. Transporter and communication technology appears equivalent if perhaps a bit more bulky than Federation norms. Interestingly their sensor technology despite seeming to be both less precise and strong as ours appears to be geared towards detecting the emissions of clocked vessels. The two places that the Gorn technology does appears to be ahead of ours is in hull design and shield strength. During our initial encounter with them the Gorn vessel able to withstand a full spread photon torpedoes and phaser strikes without losing significant power to it's shields. Later encounters again showed remarkable shield endurance during a joint encounter with an adult space dragon where their ship was able to keep its shields up longer than ours in the fight despite sustaining a more than equal amount of attacks from it. Scans has also that their Starship hulls appear to be able to withstand more punishment than ours. As usual however our ships scientific facilities appeared to be superior and more numerous.

Unconfirmed but likely information.

From the locations of our encounters with them and the path of their fleeing ship The Gorn are almost certifiably located to our galactic south and given the noted direction of several of technological paths as well ship design are almost certainly either located on or near the border of Klingon space. This has further collaborated by off hand remarks during the our rare encounters with them as well recovered data from Klingon ships describing a race that seems to match Gorn perfectly.

Educated Guess.

Given their level of technological development, the seeming focus of their ships and technology on defending themselves and being seemingly tailored to fight the Klingons (perhaps even stolen/recovered from the Klingons) we suspect that they encountered them at least a century ago. They praobly have since focused themselves on being able to withstand the Klingons without appearing an appealing target to go to war with. As such they have probably been at least low level skirmishes with the Klingons for years and their interest the Cestus III colony was probably the the materials their know for their rarity and excellent quality in ship building. Thankfully Kriks actions to spare their captain appears to have both surprised and garnered some form of respect from their people. If we need to guess the size of their sphere of influence we would probably guess it to equally to that of one the Federation's Affiliates though probably much more geared to being able to sustain an near endless if low level war with the Klingons.


OCC: please feel free to point out Grammar errors and typos.
Is it bad I decided to look up Gorn on memory alpha, and immediately laughed at the utterly horrid obvious rubber suit pictured? :rofl:
 
I don't know why everyone is so down on the Constellation. It's very cheap to make in terms of special resources, which is actually a huge benefit.

Sure it doesn't have a lot of durability, but so what? It's not a warship; it's a utility ship. It zips around its home sector and does rescues, ferries diplomats, and conducts surveys. With a refit upgrade it would have as good as Science as this Renaissance that everyone is always drooling over. That's right, on 75% of missions you could send a Renaissance or a refitted Constellation and they would perform equally well. And the main advantage of the Renaissance isn't better shields, it's higher Presence!

Yet the Constellation is a "piece of shit" because it doesn't have very good shields or hull.
It's cheap but that is about it, low presence makes diplo missions more difficult and poor combat to health ratio means we can't let them see the front line. Of course crew wise it is a bit of a hog. For me the interesting thing in evaluating ships is we have more than one criteria, how much crew does it take? How much of our combat cap does it take? How much in resources does it cost? How long does it take to make? What berths can build them? Different people have different priorities. For me, combat cap and thus the ratio of the other scores to combat is probably the biggest factor for me, after that a combo of crew, resources and time. It can also change based on what our bottleneck is, which is adjusting between the three crew types and two resource types. Berth wise I think we are at the point that unless we only build small ships it is not going to be an issue, or if we lease out berths for members to build ships.

So for the combat ratio Per Year Ratio
Centaur Refit 1:1:.6:1:1 1.5:1.5:1:1.5:1.5
Constellation Refit 1:.75:.5:.5:.5:1 1.3:1:.6:.6:1.3
Renaissance 1:.6:.8:1:.8:1 1.6:1:1.3:1:1.3

What is also interesting to me is that the Centaur Refit has a higher presence than the Constellation (with or without refit) so it ends up being better suited for internal diplomacy missions. For me the Renaissance shield and hull improvements means that in can hold the line and resource wise is cheaper than Excelsior with the constraint being they have the same enlisted requirements, though the Renaissance needs fewer crew in the other two slots.
 
Again? Why not both? We can easily alternate yard space between building new-build Centaurs and upgrading our Constellations. I mean, it's not like we're going to immediately trash the Constellations as soon as Renaissances are available-for one thing, we have to actually build an equal number first, which would take 6-9 years depending on available berths.
 
Again? Why not both? We can easily alternate yard space between building new-build Centaurs and upgrading our Constellations. I mean, it's not like we're going to immediately trash the Constellations as soon as Renaissances are available-for one thing, we have to actually build an equal number first, which would take 6-9 years depending on available berths.
That is a possibility and one I would not mind so long as we have the PP to do it. If we are over 100 PP unless we get some great new options I would say go ahead. More so since we can only spend 40 pp max on diplo pushes now.

Though I would not want to build new Constellations and instead use the current ones as home system garrisons away from the front lines, and eventually scrapped once we start bumping into the combat cap and we have the Renaissance out
 
Again? Why not both? We can easily alternate yard space between building new-build Centaurs and upgrading our Constellations. I mean, it's not like we're going to immediately trash the Constellations as soon as Renaissances are available-for one thing, we have to actually build an equal number first, which would take 6-9 years depending on available berths.

Waste of PP, plus it means no berths for building new ships.
 
That is a possibility and one I would not mind so long as we have the PP to do it. If we are over 100 PP unless we get some great new options I would say go ahead. More so since we can only spend 40 pp max on diplo pushes now.

Though I would not want to build new Constellations and instead use the current ones as home system garrisons away from the front lines, and eventually scrapped once we start bumping into the combat cap and we have the Renaissance out
Yeah, same here. Once we have Rennies there's no point in building even upgraded Constellations. And I'm not sure about building more even before then, since Centaurs have almost as good stats and less crew needed
 
Waste of PP, plus it means no berths for building new ships.


Huh? You're assuming we go hard on the refits if we do that. I was thinking of 2 berths building Centaurs, 2 refitting Constellations, or some combination thereof. We'd have the Constellations refitted in 4 years max, well before we get the Rennie prototype finished.
 
Again? Why not both? We can easily alternate yard space between building new-build Centaurs and upgrading our Constellations. I mean, it's not like we're going to immediately trash the Constellations as soon as Renaissances are available-for one thing, we have to actually build an equal number first, which would take 6-9 years depending on available berths.

Having sat down and gamed out multi-year construction, here's my opinion.

The previous head of Starfleet fucked us by ignoring Explorers beyond the bare minimum in order to build up his "mighty" fleet of shitty Science 1 Mirandas and only slightly better Science 2 Constellations. The Federation Council rightly canned his ass for it, but we still inherited the fleet that we inherited. That means that pretty much the first ten years of the game has to be an overcorrection where we build every Explorer we possibly can with the resources available, prioritizing Explorer construction over everything else.

That's draining the majority of our special resources and our crew, and we'll be able to barely slip in either a few new-build Centaurs (and refits of the ones we already have) or doing refits on all our Constellations. We can't afford to do both right now because it would divert too many special resources from our Excelsiors.

It won't be until 2311, which admittedly is right around the corner, that in my opinion we will have sufficient Excelsiors built and in the pipeline to stop commissioning every Excelsior we can afford and start building a lot of other class ships. By a happy coincidence, I expect that we'll be in the process of building the Renaissance prototype right around then!

We could avoid that if we start using pp to requisition an Excelsior's worth of resources, which would free up enough resources to build small ships alongside our Excelsiors. EDIT: Once we have a ship worth building with the refit Centaurs, I actually think we should consider doing that more often. 20pp is actually quite cheap.
 
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Having sat down and gamed out multi-year construction, here's my opinion.

The previous head of Starfleet fucked us by ignoring Explorers beyond the bare minimum in order to build up his "mighty" fleet of shitty Science 1 Mirandas and only slightly better Science 2 Constellations. The Federation Council rightly canned his ass for it, but we still inherited the fleet that we inherited. That means that pretty much the first ten years of the game has to be an overcorrection where we build every Explorer we possibly can with the resources available, prioritizing Explorer construction over everything else.

That's draining the majority of our special resources and our crew, and we'll be able to barely slip in either a few new-build Centaurs (and refits of the ones we already have) or doing refits on all our Constellations. We can't afford to do both right now because it would divert too many special resources from our Excelsiors.

It won't be until 2311, which admittedly is right around the corner, that in my opinion we will have sufficient Excelsiors built and in the pipeline to stop commissioning every Excelsior we can afford and start building a lot of other class ships. By a happy coincidence, I expect that we'll be in the process of building the Renaissance prototype right around then!

We could avoid that if we start using pp to requisition an Excelsior's worth of resources, which would free up enough resources to build small ships alongside our Excelsiors. EDIT: Once we have a ship worth building with the refit Centaurs, I actually think we should consider doing that more often. 20pp is actually quite cheap.
A resource requisition is only 20pp, which while not exactly dirt cheap isn't bank-breaking either. I can see us doing that every year we plan to build one, or especially more than one, so we can plan to build other ships. In fact, I'll plan to make future plans around that
 
I just checked and our income is 5 short in SR and BR to start 1 Excelsior and 1 Centaur each year, though with the new mine we are ordering the BR issue will be fixed. As for crew we will be 1.5 officers and 1.5 enlisted short and .1 tech ahead. To get around the crew issue we would need to send every 4th Excelsior to the explorer corps which is not an issue and then we would have a positive crew number. Now if we get sufficient resource gains from the captains logs during the year we may be able to get a second Centaur going, also as we gain affiliates, improve their relationship and then turn them into full members our resource and crew issues will shrink.

Also if I counted right we will have 5 berths capable of making Excelsiors. If we do one a turn and use the 5th to allow member worlds to build them (hopefully with a PP or other boost from doing so) we can get to the point of having one finish each year.
 
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A resource requisition is only 20pp, which while not exactly dirt cheap isn't bank-breaking either. I can see us doing that every year we plan to build one, or especially more than one, so we can plan to build other ships. In fact, I'll plan to make future plans around that

Yeah, if we have a large berth we can fill our small berths by requisitioning an Excelsior with pp. I think each time we do that we can make up a fair portion of our free small space, so we wouldn't have to do it more than twice in the short term, if we even do want to fill our small berths. If not, we can just bank the br and sr saved for future builds.
 
I just checked and our income is 5 short in SR and BR to start 1 Excelsior and 1 Centaur each year, though with the new mine we are ordering the BR issue will be fixed. As for crew we will be 1.5 officers and 1.5 enlisted short and .1 tech ahead. To get around the crew issue we would need to send every 4th Excelsior to the explorer corps which is not an issue and then we would have a positive crew number. Now if we get sufficient resource gains from the captains logs during the year we may be able to get a second Centaur going, also as we gain affiliates, improve their relationship and then turn them into full members our resource and crew issues will shrink.

Also if I counted right we will have 5 berths capable of making Excelsiors. If we do one a turn and use the 5th to allow member worlds to build them (hopefully with a PP or other boost from doing so) we can get to the point of having one finish each year.

Instead of trying to calculate it, why don't you look at my build progression and assumptions and tell me what you would like to do differently? Now that I built the template, it should be easy to fill in yourself... or just tell me how you would like to see priorities change and I'll do it. See below and note that I'm trying to estimate income from our exploration missions as well, based on the first five year averages.

Proposed Four Year Build Plan (2307 to 2310)

So since Plan Balanced Diplomacy, Industry, and Refit seems ahead at the moment, I'm going to postulate a build schedule assuming it goes into effect. It will not take into account Amarki membership, since I don't know the effect of that. I am planning to scrap all 4 Soyuz in 2309. We are done with them. Also anticipating spending political will in 2308 for an Explorer Corps Draft.

EDIT: Also assume that we spend political will to get an Excelsior's worth of resources to start the Renaissance Prototype, if we start it before 2311. Not noted below,

Assumptions
BR Annual Income = 390 (305 + 85 from missions), becomes 410 in 2308 from mining colony
SR Annual Income = 255 (215 + 40 from missions)
Officers (O): 5.50pts (+1.25 Explorer Corps)
Enlisted Crew (E): 5.50pts (+1.2 Explorer Corps)
Science Techs (T): 7.10pts (+1.5 Explorer Corps)

Resources 2306:
Bulk Industrial Resources: 240br
Special Industrial Resources: 10sr

Personnel 2306:
Standard Starfleet: 18.4 Officer, 26.4 Enlisted, 7.5 Techs
Explorer Corps: 1.75 Officer, 3 Enlisted, 2.5 Techs

Shipyards
San Francisco Fleet Yards: SF3mt-A, SF1mt-A, SF1mt-B
40 Eridani A Shipyards: 40E3mt-A, 40E3mt-B, 40E1mt-A, 40E1mt-B
Ana Font Shipyard: AF2.5mt-A
Andor: AN2.5mt-A (available 2307)
Utopia Planetia: UP3mt-A, UP3mt-B, UP1mt-A, UP1mt-B (available 2309 Construction)

2306Q2 - Request Centaur Refit (2308), Mining Colony (2308)

2307Q1
Starting Resources
Bulk Industrial Resources: 630br
Special Industrial Resources: 265sr
Standard Starfleet: 23.9 Officer, 31.9 Enlisted, 14.6 Techs
Explorer Corps: 3 Officer, 4.2 Enlisted, 4 Techs

SF3mt-A: Excelsior (year 2/4 construction)
SF1mt-A:
SF1mt-B:
40E3mt-A: Excelsior (year 4/4 construction) *crew deduct*
40E3mt-B: Excelsior (year 2/4 construction)
40E1mt-A: empty
40E1mt-B: empty
AF2.5mt-A: Excelsior (year 3/4 construction)
AN2.5mt-A: Excelsior (year 1/4 construction) *new*

Begun in 2307:
1 Excelsior (230br 150sr)
Requires 230 br, 150 sr
Bulk Industrial Resources: 630br - 230 = 400br
Special Industrial Resources: 265sr - 150sr = 115sr
Required Crew Deduction: 1 Excelsior (O-6, E-5, T-5)
Standard Starfleet: 17.9 Officer, 26.9 Enlisted, 9.6 Techs
Explorer Corps: 3 Officer, 4.2 Enlisted, 4 Techs

2308Q1
Complete: 1 Excelsior (in 2308Q1)
Starting Resources
Bulk Industrial Resources: 810br
Special Industrial Resources: 370sr
Standard Starfleet: 29.4 Officer, 32.4 Enlisted, 16.7 Techs
Explorer Corps: 4.25 Officer, 5.4 Enlisted, 5.5 Techs

SF3mt-A: Excelsior (year 3/4 construction)
SF1mt-A: Centaur (year 1/2 construction) *new*
SF1mt-B:
40E3mt-A: Excelsior (year 1/4 construction) *new*
40E3mt-B: Excelsior (year 3/4 construction)
40E1mt-A: Centaur Refit (year 1/1) *new*
40E1mt-B: Centaur Refit (year 1/1) *new*
AF2.5mt-A: Excelsior (year 4/4 construction) *crew deduct*
AN2.5mt-A: Excelsior (year 2/4 construction)

Begun in 2308:
1 Excelsior (230br 150sr), 1 Centaur at new cost (80br, 70 sr), 2 Centaur refits (30br, 30 sr)
Requires 340 br, 250 sr
Bulk Industrial Resources: 810br - 340 = 470br
Special Industrial Resources: 370sr - 250sr = 120sr
Required Crew Deduction: 1 Excelsior (O-6, E-5, T-5)
Use 2308Q2 Snakepit to Request Temporary Explorer Corps Recruitment Drive, 20pp, (Gain 2 Officer, 2 Enlisted, 2 Techs, PLUS Convert 2 Officer, 2 Enlisted, 2 Techs from normal service)
Standard Starfleet: 21.4 Officer, 25.4 Enlisted, 9.7 Techs
Explorer Corps: 8.25 Officer, 9.4 Enlisted, 7.5 Techs

2309Q1
Complete: 1 Excelsior (in 2309Q1)
Starting Resources
Bulk Industrial Resources: 880br
Special Industrial Resources: 375sr
Standard Starfleet: 26.9 Officer, 30.9 Enlisted, 16.8 Techs
Explorer Corps: 9.5 Officer, 10.6 Enlisted, 9 Techs

SF3mt-A: Excelsior (year 4/4 construction) *EXPLORER crew deduct*
SF1mt-A: Centaur (year 2/2 construction) *crew deduct*
SF1mt-B: Centaur (year 1/2 construction) *new*
40E3mt-A: Excelsior (year 2/4 construction)
40E3mt-B: Excelsior (year 4/4 construction) *crew deduct*
40E1mt-A: empty
40E1mt-B: empty
AF2.5mt-A: Excelsior (year 1/4 construction) *new*
AN2.5mt-A: Excelsior (year 3/4 construction)
UP3mt-A: Excelsior (year 1/4 construction) *new*
UP3mt-B: empty
UP1mt-A: Reserved for Renaissance prototype
UP1mt-B: empty

Begun in 2309:
2 Excelsior (460br 300sr), 1 Centaur (80br, 70sr)
4 Soyuz scrapped to get 60br/60sr, O-4, E-4, T-4)
Requires 340 br, 250 sr
Bulk Industrial Resources: 880br + 60 - 540 = 400br
Special Industrial Resources: 375sr + 60 - 370sr = 65sr
Required Crew Deduction: 1 Excelsior (O-6, E-5, T-5), 1 Excelsior Explorer Corps (O-6, E-5, T-5), 1 Centaur (O-1, E-2, T-2) + addition of Soyuz O-4, E-4, T-4
Standard Starfleet: 23.9 Officer, 27.9 Enlisted, 13.8 Techs
Explorer Corps: 3.5 Officer, 5.6 Enlisted, 4 Techs

2310Q1
Complete: 2 Excelsior, 1 Centaur (in 2310Q1)
Starting Resources
Bulk Industrial Resources: 810br
Special Industrial Resources: 320sr
Standard Starfleet: 29.4 Officer, 33.4 Enlisted, 20.9 Techs
Explorer Corps: 4.75 Officer, 6.8 Enlisted, 5.5 Techs

SF3mt-A: Excelsior (year 1/4 construction) *new*
SF1mt-A:
SF1mt-B: Centaur (year 2/2 construction) *crew deduct*
40E3mt-A: Excelsior (year 3/4 construction)
40E3mt-B: empty
40E1mt-A:
40E1mt-B:
AF2.5mt-A: Excelsior (year 2/4 construction)
AN2.5mt-A: Excelsior (year 4/4 construction) *crew deduct*
UP3mt-A: Excelsior (year 2/4 construction)
UP3mt-B: Excelsior (year 1/4 construction) *new*
UP1mt-A: Reserved for Renaissance prototype
UP1mt-B: empty

Begun in 2310:
2 Excelsior (460br 300sr)
Requires 460br, 300 sr
Bulk Industrial Resources: 810br - 460 = 350br
Special Industrial Resources: 320sr - 300sr = 20sr
Required Crew Deduction: 1 Excelsior (O-6, E-5, T-5), 1 Centaur (O-1, E-2, T-2)
Standard Starfleet: 22.4 Officer, 26.4 Enlisted, 13.9 Techs
Explorer Corps: 4.75 Officer, 6.8 Enlisted, 5.5 Techs

Complete:1 Excelsior, 1 Centaur (in 2311Q1)

2311 Q1 Fleet
Excelsiors 11 = 66C, 66D, 55S
Constitution 1 = 5C, 5D, 4S
Constellations 8 = 24C, 24D, 16S
Oberths 4 = 4C, 4D, 20S
Refitted Centaurs 4 = 12C, 12D, 12S
Miranda 11 = 33C, 22D, 11S

Total Fleet:
39 Ships
144 Combat
133 Defense
118 Science
 
I just checked and our income is 5 short in SR and BR to start 1 Excelsior and 1 Centaur each year, though with the new mine we are ordering the BR issue will be fixed. As for crew we will be 1.5 officers and 1.5 enlisted short and .1 tech ahead. To get around the crew issue we would need to send every 4th Excelsior to the explorer corps which is not an issue and then we would have a positive crew number. Now if we get sufficient resource gains from the captains logs during the year we may be able to get a second Centaur going, also as we gain affiliates, improve their relationship and then turn them into full members our resource and crew issues will shrink.

Also if I counted right we will have 5 berths capable of making Excelsiors. If we do one a turn and use the 5th to allow member worlds to build them (hopefully with a PP or other boost from doing so) we can get to the point of having one finish each year.

You're off on the number of berths. Right now we have one 3mt at SF Shipyards, two at Vulcan, and one at Tellar Prime. We've got one at Andor finishing up, two at UP under construction, and we may get one from Amarkia when we fully integrate. So at least six once UP finishes.
 
Also, regarding resources, keep in mind that at the rate we are increasing Diplomacy, we will likely get an extra 50br, 50sr, 10 rp, and 10 pp per year - two affiliates giving half resources on becoming advanced, and those advanced ones jumping to full membership. Not exactly, of course, given the randomness of the gains, but we managed, what, 100 across four races in a recent Captain's Log? The yearly gains listed above is almost guaranteed this year, barring poor rolls. Four races in the two hundreds, and another nearly there.

That said, an extra 230br and 150sr is nothing to sneeze at. And getting more crew at the same time isn't too bad, either!
 
2306.Q2 - The Snakepit - Results
Plan Balanced Diplomacy, Industry, and Refit
Request Mining Colony at Pygmalion 337 IV-3, 8pp (4 turns, gain +20 br / year)
Request Refit Program for Centaur class [+1 S,L,P,D for 15br, 15sr, 1 Year (4 turns)], 6 turns 45pp (NB: new unit cost for the Centaur will be 80/70)
Request focused Diplomacy on a potential member species:Amarki
Request focused Diplomacy on a potential member species:Betazoid
Request focused Diplomacy on a potential member species:Caitians
Request focused Diplomacy on a potential member species:RIgellians
Request approval to formally add a Cardassian Border Zone to the Key Sector list, 15pp (Adds a new Border Zone, Cardassian events will take place there instead of potentially in home sectors)
Request expansion of Outposts in the Tellar Sector, 10pp (4 turns, +5 Defence in Tellar, more colonies with outposts if state of emergency ensues)
NEW Request approval to make the Ship Design Bureau a Vice Admiral billet, 15pp (Ship Design Bureau will be commanded by a Vice Admiral instead of a Rear Admiral)

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

Centaur Refit Project Estimates
Will be available for use in 18 months (6 turns).

Final project details will be as follows:
Centaur-B 2308-Now [315m 800k t]
C3 S3 H2 L3 P3 D3
Cost[80br, 70sr, 2 years], Crew [O-1, E-2, T-2]​

Refit Centaur 2308-Now [315m 800k t]
C- S+1 H- L+1 P+1 D+1
Cost[15br, 15sr, 1 years], Crew [O-, E-, T-]​

Current Federation Affiliates:
Amarki 473/500 + 15 =488/500
Betazoids 388/500 + 21 = 409/500
Caitians 262/500 + 16 = 278/500
Rigellians 239/500 + 13 =252/500

Cardassian Border Zone

Currently occupying a past Amarkian/Caitian space, up to the near edge of Indorian space
- Provides: -none-
- Requires: D10
- Installations: Galus V Mining Colony, Aelin Research Colony, some Amarki, Caitian settlements.
- Currently:

Select Sector Commander for Cardassian Border Zone
[ ][CARD] Commodore Rachel Ainsworth
Human Female, 44
Current Posting: Sector Commander, Klingon Border Zone
Still a red-blooded bull at the gates. Maximum chance of pushing Cardassian influence away from your borders, Militarisation +1, high chance of confrontations turning violent.

[ ][CARD] Commodore T'Lam
Vulcan Female, 55
Current Posting: Chief of Staff, Starfleet Intelligence Command
Cold, calculating, savvy. Cardassian influence will approach closely so T'Lam can study them. Trade off information gained for access conceded.

[ ][CARD] Commodore Nyota Uhura
Human Female, 67
Current Posting: Communications Hub Command, Starfleet Communications Command, Starfleet Headquarters
Possibly the most gifted linguist and communications specialist Starfleet has ever had. Chance for multiple ships to arrive to Distress Call events.

[ ][CARD] Captain Thraan th'Marlaas
Andorian Male, 48
Current Posting: Captain, USS Polaris
A veteran of the Biophage Crisis, five years of ship command, three years of shore service, RAdm Seruk has his eye on this officer. Will keep ships on wide patrols, doing exploration work as well. Cardassians will gain more access than normal, however.

Ship Design Bureau Administrative Changes

With the jump in the Ship Design Bureau from Rear Admiral to Vice Admiral, a number of other changes. Rear Admiral Sanik has only four years as a Rear Admiral logged, and is not being considered for promotion yet (A/N: Sanik was the next on the agenda for moving jobs now that Patricia Chen has moved, so no snarking at me for this moving Sanik on by surprise - he was going anyway).

New Ship Design Bureau Org Chart:
  • Starfleet Ship Design Bureau Vice Admiral
    • Chief of Staff, Commodore
      • Chief of Personnel, Commander
      • Chief of Logistics, Commander
      • Chief of Data Integrity, Commander
      • Chief of Site Security, Commander
      • Chief of Project Management, Commander
    • Director, Vulcan Science Academy, Commodore
      • Deputy Director, Captain
    • Director, Starfleet Data Modelling, Commodore
      • Deputy Director, Captain
    • Starfleet Research Command, Rear Admiral Sanik ('02/'06)
      • Chief of Staff, Captain
      • Director, San Francisco Design Bureau Captain
        • Deputy Director, Commander
          • Personnel, Lt-Commander
          • Forward Planning, Lt-Commander
          • Security, Lieutenant
          • Data Processing, Lieutenant
        • Drafting Room 1, Commander
        • Drafting Room 2, Commander
        • Drafting Room 3, Commander
        • Propulsion Team, Commander
        • Powerplant Team, Commander
        • Defence Team, Commander
      • Director, 40 Eridani A Design Bureau Captain
        • Deputy Director, Commander
          • Personnel, Lt-Commander
          • Forward Planning, Lt-Commander
          • Security, Lieutenant
          • Data Processing, Lieutenant
        • Drafting Room 1, Commander
        • Drafting Room 2, Commander
        • Drafting Room 3, Commander
        • Propulsion Team, Commander
        • Powerplant Team, Commander
        • Defence Team, Commander
      • Director, Utopia Planitia Design Group, Captain
        • Deputy Director, Commander
          • Personnel, Lt-Commander
          • Forward Planning, Lt-Commander
          • Security, Lieutenant
          • Data Processing, Lieutenant
        • Drafting Room 1, Commander
        • Drafting Room 2, Commander
        • Drafting Room 3, Commander
        • Propulsion Team, Commander
        • Powerplant Team, Commander
        • Defence Team, Commander
    • Chairperson, Steering Panel, Commodore
      • Aide, Lt-commander
    • Chief, Naval Architecture Office, Captain
      • Assistant, Naval Architecture Office, Commander
      • Chief, Saucer Department, Commander
      • Chief, Engineering Department, Commander
      • Chief, Metallurgy Department, Commander
      • Chief, Fabrication Tech Department, Commander
      • Chief, Future Design Trends Department, Commander
    • Chief, Design Standards Office, Commander
    • Director, Advanced Propulsion Division (Yoyodyne), Captain
      • Deputy Director, Commander
      • Assistant Director, Nacelle Office, Commander
      • Assistant Director, Electro-Plasma Trunk Office, Commander
      • Assistant Director, Warp Coil Office, Commander
      • Assistant Director, Subspace Field Geometry Office, Commander
      • Assistant Director, Advanced Subspace Theory Office, Commander
    • Director, Deflector Development Division [Andorian Academy], Captain
      • Deputy Director, Commander
      • Assistant Director, Shield Geometry Office, Commander
      • Assistant Director, Emitter Design Office, Commander
      • Assistant Director, Power Management Office, Commander
    • Director, Advanced Shipboard Power Systems Division, Captain
      • Deputy Director, Commander
      • Assistant Director, Warp Core Structure Office, Commander
      • Assistant Director, Core Shielding Office, Commander
      • Assistant Director, Core Safety Systems Office, Commander
      • Assistant Director, Plasma Distribution Office, Commander

Please select a new Commander, Ship Design Bureau:

[ ][SDB] Rear Admiral Rinias ch'Vohlet
Andorian Male, 66
Current Posting: Director, San Francisco Fleet Yards
Although Rinias has been about to retire, he had put his hat into the ring for one last shot at promotion. Gain +2 to Ship Design Research, and Ship Construction.

[ ][SDB] Rear Admiral Sevok
Vulcan Male, 81
Current Posting: Commander, Starfleet Medical Command
Brings a different perspective to ship research. +2 to any research in Medicine, Personal Tech, or that involves crew safety

[ ][SDB] Rear Admiral Turgak Vzorc
Tellarite Female, 64
Current Posting: Director, Shipyard Support Command
A pugnacious Tellarite who can push people to perform. Randomly distributes two additional +5 bonuses each research phase.
 
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