Tier 3 design techs should suffice, possibly tier 2 design techs if we finish enough general techs first. Assuming each tier takes us a research turn the prototype can start in Q4 two years after requesting the project, and will launch in Q2 seven years after the request.

EDIT: The new reliability ratings completely change the situation, we are no where near being able to design a reliable Renaissance.
What is an acceptable level of reliability in your opinion?
 
Level 2 at the most would be okay, I think, at about 95% reliability.

Level 3 across the board brings that down to about 90%, which I find unacceptable.
 
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Some of the fudge factors still seemed to be fine when I looked. And lvl 1 across the board was only mildly risky. lvl 4 or higher was pretty ridiculous, and I don't really want lvl 2 or 3 across the board either.

If you think a reliable Renaissance is a decade away, does that change the math on doing the Constitution refit as a light cruiser? I am very worried about depending on Centaurs. We have heard repeatedly that a Constellation is no match for a "standard" Cardassian ship, which means that a Centaur probably isn't either. Given that our encounters with the Cardassians tend to be single ship events and skirmishes, we have to ensure that any ship that encounters them can survive on its own.

Maybe that Constitution refit is a good stopgap after all.
 
Fwiw, "Annual Hilarious Breakdown Chance" doesn't actually mean that the ship blows up. Mostly it gets an event, and some variant of unfortunateness occurs to it. Usually short of blowing up.

Do be careful as to how far you push the warp related fudge factors though, no one wants a warp core pushed to the edge and ready to blow.

Except the Gaeni, of course. That's right up their alley.
 
Can someone do the calculus to come up with an optimal balance between tech level and reliability? :V
 
If you think a reliable Renaissance is a decade away, does that change the math on doing the Constitution refit as a light cruiser? I am very worried about depending on Centaurs. We have heard repeatedly that a Constellation is no match for a "standard" Cardassian ship, which means that a Centaur probably isn't either. Given that our encounters with the Cardassians tend to be single ship events and skirmishes, we have to ensure that any ship that encounters them can survive on its own.

Maybe that Constitution refit is a good stopgap after all.
I don't know how long it is away, it depends on what the final version of the reliability calculations looks like and how much normal techs do for us, which I haven't really tried to calculate. Some of those, particularly the warp tech ones, don't have numbers attached.
Some of the delay in starting the project will correspond to a shorter project as well, probably starting construction of the prototype the year after the request.
 
What does the percentage mean?

Lifetime chance of failure? Yearly chance of failure? Monthly chance of failure?

Edit : Yearly chance of failure.
 
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3) This is an AU and there are actually lower ship counts here than in canon.

Maybe not. In both Star Trek 1 and 4 the Enterprise was the ONLY ship in range of Sol when an emergency happened. And there's no evidence that Star Fleet had more than a handful of ships during TOS.

If I remember rightly, the roleplaying games explained this by saying most of the Federation's fleet strength was in member world's defense forces back then. (Which of course changed by the time of TNG and DS9, where Star Fleet is shown to have hundreds of ships and member races don't seem to have any significant military power of their own.)

Fwiw, "Annual Hilarious Breakdown Chance" doesn't actually mean that the ship blows up. Mostly it gets an event, and some variant of unfortunateness occurs to it. Usually short of blowing up.

Um. Is there a write up of how this mechanic works anywhere? 'Cuz if there is, I can't find it.

fasquardon
 
Fwiw, "Annual Hilarious Breakdown Chance" doesn't actually mean that the ship blows up. Mostly it gets an event, and some variant of unfortunateness occurs to it. Usually short of blowing up.

Do be careful as to how far you push the warp related fudge factors though, no one wants a warp core pushed to the edge and ready to blow.

Except the Gaeni, of course. That's right up their alley.

That makes me really glad we didn't choose to take a break from researching warp technology, considering how dangerous trying to compensate with fudge factors will be now.
 
Shipbuilding Spreadsheet Revised
(same link as previous)
So I considerably updated the shipbuilding spreadsheet based on comments and requests:
1. There is now conditional formatting that turns the resource cells Red if you ever drop below 0, so you can immediately tell if you built too deep and too greedily.
2. You now have the option to both request an Excelsior's worth of resources and to order a Temporary Explorer's Corps recruitment drive. The numbers will calculate correctly.
3. The sheet now checks if there is anything in the "Actual Resources after shipbuilding in current year" cells on the stats sheet and calculates off that if anything has been entered. This will keep it from drifting too far off whack, as we can update each year to account for what we actually have.
4. I added a Renassiance Prototype, with a 5 Year (I know it's really 4.5) build time. Remember you need to build that before any of the normal Renaissance ships.
5. Not new, but remember you need to write EX4EX in the cell if you intend for it to be an Explorer Corps Excelsior and draw from that crew pool.

Play around and plan your fleet! I will likely create a "fleet tracker" worksheet that translates the builds into total fleet and total Combat/Defense/Science.
 
On second thought, I'd prefer all ships to be at least 99% reliable. Failure is not an option.
I'd need the weighted average effects of failure to calculate such a thing.
You could ask Oneiros in a conversation for a link to the design program, and try to calculate what you need from there.
 
Well, there goes my idea of designing a super efficient fudge factor five saucer for usage in both cruisers and explorers. Adding an immediate .5% chance of failure to every ship with it would be kind of silly.
 
95% reliability sounds okay, considering not all malfunctions lead to blowing up. Maybe we could accidentally a jungle again?
 
Well, there goes my idea of designing a super efficient fudge factor five saucer for usage in both cruisers and explorers. Adding an immediate .5% chance of failure to every ship with it would be kind of silly.
It's actually not as bad as that. The underlying calcs may be a little opaque, but only the Hull's reliability component tags into the Reused Saucer/Secondary factors, and even that, a factor 5 saucer comes out to 25/4000, and then there's another crunch applied to it all at the end.

Basically, this is here just to provide a slightly more practical trade-off beyond research time to the fudge factors, and to give individual ships a little extra character (depending on your factors in each ship). Don't be too scared by them.
 
95% reliability sounds okay, considering not all malfunctions lead to blowing up. Maybe we could accidentally a jungle again?

Hmm I'd suggesting for combat ready ships we want 98%+ reliability, non combat designated vessels around 95%. Amusingly the break down chance for Galaxy class starships is probably something like 15-20% given how often the holodeck malfunctioned in TNG never mind all the other ship systems that went haywire at some point :p
 
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Hmm I'd suggesting for combat ready ships we want 98%+ reliability, non combat designated vessels around 95%. Amusingly the break down chance for Galaxy class starships is probably something like 15-20% given how often the holodeck malfunctioned in TNG never mind all the other ship systems that went haywire at some point :p

Why the distinction? It's an annual breakdown chance, so it's not like it's going to come up in the middle of combat. The most annoying part is it takes ships out of service for a while.
 
Hmm I'd suggesting for combat ready ships we want 98%+ reliability, non combat designated vessels around 95%. Amusingly the break down chance for Galaxy class starships is probably something like 15-20% given how often the holodeck malfunctioned in TNG never mind all the other ship systems that went haywire at some point :p
More like 200-400% breakdown chance (or rather 2-4 expected breakdowns per year, one roll each week) for Galaxy and Intrepid. 15-20% would mean one breakdown every 5-6 years on average.
 
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You could ask Oneiros in a conversation for a link to the design program, and try to calculate what you need from there.
I could just put a base formula here - Full accuracy is somewhat problematic. Number of years for which ship is expected to last is also quite important.
Let the weighted failure F per year be as such: Consequence of Failure A * Probability of Failure A + Consequences of Failure B....
(A consequence of 'Ship blows up' would likely be worth 1, assuming there are literally no political affects from a ship blowing up)

Let ship performance P be as such: Base Performace + Bonus from Fudge Factors

Let the number of years we expect the ship to be in service to be Y.

Weighted ship performance by each year = P*(1-F)^Y

(This means a ship is expected to degrade in usefulness by factor 1-F each year.)

Calculating optimal fudge factors involves quite a bit of factors. And becomes very complicated, particularly if some of the problems are simply 'repair time for 1 year' or '-1 Combat forever'.
 
The resources for the Ship Design Bureau are a little tighter this year, and you all need to be a bit more discerning with allocating them and making sure you get what you need for future development. The recent damage to USS Vigour has put an uncomfortable shockwave through the fleet and Federation as to how much longer you can rely on the Constellation class, especially being outclassed in combat as they are by the mainstay Jaldun-class destroyer of the Cardassians.

Is there an estimate on how the Refit version of the Constellation would stack up? Would the extra Combat be enough, or still inferior?
 
Is there an estimate on how the Refit version of the Constellation would stack up? Would the extra Combat be enough, or still inferior?
They'd have equivalent combat, but they'd trail in durability. The Jaldun-class is a 1,200,000 ton cruiser, compared to the Constellation has barely half that, so keep that in mind when you compare them. But the refit will help them deal with most Cardassian escorts. ("most", @anon_user did a great job there)
 
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