[ ] No Minerals, No Explorers, No Warp Technology
- Deactivate Tellar Prime Academy of Mineral Science - Minerals
- Deactivate San Francisco Fleet Yards Design Bureau - Ship Design - Explorer
- Deactivate Yoyodyne Propulsion Systems - Warp Technology

Deactivate these instead. Medical has a nice breakthrough this turn, and Comms has anti-spy tech to work on.
 
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[x] Maintain Course for the Rennie
- Deactivate San Francisco Fleet Yards Design Bureau - Ship Design (Explorer)
- Deactivate Starfleet Medical Command - Medical
- Deactivate Starfleet Science Academy - Communications

Lone Ranger is two turns out and gives bennies on completion.
Warp Tech has some upcoming goodies for the Rennie design that will hit if we go for T2 LC tech.
Don't want to touch Minerals because of the SR crunch.

Comms anti-spy tech won't come in immediately, and we've got incoming research boostes.
 
[x] Maintain Course for the Rennie
- Deactivate San Francisco Fleet Yards Design Bureau - Ship Design (Explorer)
- Deactivate Starfleet Medical Command - Medical
- Deactivate Starfleet Science Academy - Communications

Lone Ranger is two turns out and gives bennies on completion.
Warp Tech has some upcoming goodies for the Rennie design that will hit if we go for T2 LC tech.
Don't want to touch Minerals because of the SR crunch.

Comms anti-spy tech won't come in immediately, and we've got incoming research boostes.

Nor will Mineral tech, for that matter. The Cardassians are here, now.
 
[] No Computing, No Explorers, No Warp Technology

I want to keep Comms, Minerals, and Medical going.
 
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[x] No Computing, No Explorers, No Warp Technology

I want to keep Comms, Minerals, and Medical going.
Dropping computing is a bad idea with how close we are to reducing the activation cost of tech teams to 8. That's a bigger benefit than anything in Comms right now IMO.

[X] No Medical, No Comms, No Warp Technology
 
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[X] No Medical, No Comms, No Warp Technology

So for this year we will have an income of 62 RP+6 remainder giving us 68 RP which is 7 teams, remainder of 5 plus whatever we earn over the next 4 captain meetings. Also computing is a must as we are 2 turns from the next Dac dropping activation to 8rp per team and 2-3 turns from the +2 boost to research colonies (of which we have one with 2 under construction so +6 for now)
 
[X] No Medical, No Comms, No Warp Technology
- Deactivate Yoyodyne Propulsion Systems - Warp Technology
- Deactivate Starfleet Medical Command - Medical
- Deactivate Starfleet Science Academy - Communications
 
Dropping computing is a bad idea with ow close we are to reducing the activation cost of tech teams to 8. That's a bigger benefit than anything in Comms right now IMO.

[x] Maintain Course for the Rennie
Dropping computing is a bad idea with ow close we are to reducing the activation cost of tech teams to 8. That's a bigger benefit than anything in Comms right now IMO.

[x] Maintain Course for the Rennie
Oh whoops, completely missed that.

[X] No Medical, No Comms, No Warp Technology

I'm ok with delaying Medical Equipment I a turn.
 
Wait what? Why are people voting to drop Computing? We're two turns out from Data Center II. I really don't want to have to start tactical voting to stop people from slowing down our RnD because reasons.
 
Wait what? Why are people voting to drop Computing? We're two turns out from Data Center II. I really don't want to have to start tactical voting to stop people from slowing down our RnD because reasons.
Only one person did I believe and they changed their vote, comms is what is being dropped since the +5 is further off and is less than the -1 per team (which this turn would have saved 9 or enough for another tech team). Interesting note, with the +2 per colony and the Dac 2 we would have enough annual income to activate 9 teams with 1 rp left over, and that is without getting additional RP income (either from colonies, trade agreements or increased affiliation). I do think we should try to get one of the science races to full membership as they should provide a good amount of RP per turn.
 
Not really(we've worked it out to doing both the Centaur refit and the Constellation refit), but I'd like to hear your idea anyways
We use the Constitution refit and slowly phase out the Constellation, and do the Renaissance after a time. So when we get the Reni, we have a base of reliable and good ships to build on. That and having the a Constitution on the frontline again, and be a good combatant, will be a frontline and homefront Morale winfall.
 
Okay, so from what I'm seeing, these were the winners:
[ORDERS] Write in: Patrol into unclaimed space, don't initiate contact with Cardassians, but don't back down either unless outgunned.
[ROE] Return fire in all circumstances
[RISK] Ships should withdraw the moment shields are lost
 
I'd suggest turning off tactical analysis. It is useful, but does not limit dependencies or impair the economy to slow.
 
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