Those resource and standard crew listings are a bit misleading because we actually had a substantial reserve back then and don't now. Income for resource and standard crew has increased by factors of around 4 or 5 I think.
Does anyone else remember that Sulu himself didn't favor a starbase here 4 years ago? That strategically, a Tipperary starbase would make more sense?
Now, his opinion might have changed since 4 years ago. But the only realistic reason I can think of that would change his opinion would be that we intend to build a starbase at Caldonia in the future, and a Tipperary starbase would be too close to Caldonia as to make such a starbase inefficient.
So I'm fine if we vote (aka Sulu decides) to build a Shantet starbase, as long as commit to building a Caldonia starbase later.
And existing commitment to building a starbase there later (like at all home worlds) actually was our main reason for considering a starbase at Shrantet III at all, in the very post I suggested it I said that as sole starbase Tipperary would make more sense.
But yes, I think there's some hilarious irony here. I'm pretty sure that a Caldonia starbase has been the justification for a planned Shrantet starbase for a year or two now.
I'll note though that Caldonia isn't likely to stay in the Border Zone once ratified. I'd say chances are good we'd redraw the BZ to put them in Andor.
I'll note though that Caldonia isn't likely to stay in the Border Zone once ratified. I'd say chances are good we'd redraw the BZ to put them in Andor.
I don't find that likely. It defeats part of the purpose of a border zone if it can't protect the worlds most in danger from an incursion from the actual border. Now, I could see the border zone being renamed the "Caldonia sector" yet still remain a border zone in all but name, including mechanically.
Indeed, I wonder whether Ferasa sector is already counting as a border zone mechanically, considering all the recent events there.
I dunno if anyone else noticed this yet, but this changes our effective combat drastically. 5% of our 350 max combat is 17.5 pts. With 6 more member ratifications expected in quick succession, and assuming no threat level change, our max combat would become 410. 5% of that is 20.5 pts.
Until this year, we got a point of militarization per 10 pts over the combat cap. For example, look at the 2315 snakepit:
That's not counting all our combat cap discounts with our doctrinal tech.
So yeah, I'm not worried about hitting our combat cap for at least a decade. More if our rate of member ratifications continues (we're adding about 100 or so combat every half decade right now, and our member ratification rate will average about once per year).
Sponsor efforts to create Heavy Industrial park to reduce construction times by 25% in that system when making either a parallel or serial build, provides Heavy Industry options pre-SoE, 115pp (pick world)
This is even better than I thought it would be. That combined with Sirvk's bonus and the remaining legacy of Chen's bonus means that the importance of getting new berths isn't as critical just yet.
Other than the new colony options and the engineering command option and a 5pp cost increase in Academy development (edit: and the intel gathering doubling of pp cost), I don't see any other changes in snakepit options nor in their costs.
I dunno if anyone else noticed this yet, but this changes our effective combat drastically. 5% of our 350 max combat is 17.5 pts. With 6 more member ratifications expected in quick succession, and assuming no threat level change, our max combat would become 410. 5% of that is 20.5 pts.
Until this year, we got a point of militarization per 10 pts over the combat cap. For example, look at the 2315 snakepit:
Assuming our max combat will be 410 (6 more members), threat level stays at 10, and our militarization remains remains at 0:
I hadn't noticed the the change before you pointed it out, but much more significant than the change to militarization is the change to the base effect of threat (mostly because actually going high enough to need to worry about militarization passing threat would be extremely undesirable).
The formula seems to have changed from 150 + (10 per Member) + (10 per Threat Point) to (150 + (10 per Member)) * (1 + (0.05 per Threat Point)) [the combat limit listed hasn't been recalculated yet but should be 375]. That means that with 16 members the base combat cap would be 310 and the threat adjusted combat cap at threat 10 should be 465. Whether the militarisation operates off the base combat cap or the threat adjusted combat cap is unclear, but either is better than in the old system.
I hadn't noticed the the change before you pointed it out, but much more significant than the change to militarization is the change to the base effect of threat.
The formula seems to have changed from 150 + (10 per Member) + (10 per Threat Point) to (150 + (10 per Member) * (1 + 0.05 * Threat) [the combat limit listed hasn't been recalculated yet but should be 375]. That means that with 16 members the base combat cap would be 310 and the threat adjusted combat cap at threat 10 should be 465. Whether the militarisation operates off the base combat cap or the threat adjusted combat cap is unclear, but either is better than in the old system.
The combat cap discounts I'm talking about are per ship. For ex, "Early Doctrine (Ships in Border Zones count for -1 Combat against Cap)" under the Border World Focus tech node. AFAIK, there are no technologies that directly change that total max combat number.
Additionally, we know how that max combat is calculated - see Nix's post.
The formula seems to have changed from 150 + (10 per Member) + (10 per Threat Point) to (150 + (10 per Member) * (1 + (0.05 per Threat Point)) [the combat limit listed hasn't been recalculated yet but should be 375].
And - if I understood the discussions in the thread correctly, with better and better components that are not weapons, the combat value is increasing. Wouldn't that meant that the '150' needs to (should) be updated depending on available technology?
And - if I understood the discussions in the thread correctly, with better and better components that are not weapons, the combat value is increasing. Wouldn't that meant that the '150' needs to (should) be updated depending on available technology?
The parentheses didn't actually match, and you can fix them to fit either interpretation, so why would you think I might have meant the first (which doesn't make any sense at all, and would require a completely redundant pair of parentheses around the entire term)?
It's actually based on council decisions/rewards, more or less. Before the formula was revised there used to be a base of 50, which was raised by 30 as council reward when we fulfilled the request for Oberths, then by another 90 100 in response to the Biophage crisis, and another 20 when the Amarki joined. When the formula was revised some of the intial 50 was presumably reinterpreted as being based on the initial 4 members, and likewise some of the bonus for the Amarki. That leaves 10 points that came from nowhere in particular, presumably to make it a rounder number.
Soo, now that you're back, care to comment on the various questions raised? Got details on the Survey Sensors and how refittable they will be for the Kepler? The various inconsistencies in the research tree raised a few pages ago?
Unified Hives of the Apiata
2 Light Queenships
4 Stingers
2 Foragers
6 Bumblebees
4 Worker Bees
Indorian Congress
-
Rigel
-
Honiani
-
Member World Sector Infrastructure in GBZ
UE = United Earth
V = Vulcan High Command
A = Andorian Empire
T = Tellarite State Forces
M = Amarkian Confederacy
B = Betazoid Noble Houses
F = Caitians Grand Fleet
R = Rigel
P = Unified Hives of the Apiata
I = Indorian Congress
Passing cargo ships are reported a standoff between two Yrillian carryall not far from the border by Vega, and we responded. After discovering that there was an inter-clan dispute that was devolving quickly, we offered to mediate for them, and were able to successfully bring about an amicable resolution.
Are we allowed to build starbases in the other border zones not mentioned here: RBZ, SBZ, LBZ? If so, do they also cost 15pp?
Sponsor efforts to create Heavy Industrial park to reduce construction times by 25% in that system when making either a parallel or serial build, provides Heavy Industry options pre-SoE, 115pp (pick world)
1) Does the 25% build time reduction apply to refits?
2) Does the 25% build time reduction apply to repairs?
3) If (remaining) build/(refit/repair) time is less than a year, does the 25% build time reduction apply?
4) Will this stack with Chen's bonus for existing parallel builds (only relevant for the Excelsior and Ambassador prototype builds currently in UP)?
5) When will the Heavy Industrial Park be finished?
6) Will the 25% reduction apply on any current builds, or only on new builds after the Heavy Industrial Park is built?
For ex, supposing the HIP is complete in 2317.Q2, that would be after any Q1-commenced builds - would those builds benefit from the 25% build time reduction?
We also have a lone Miranda-A scheduled with ETC 2317.Q3, so it would have 6 months of remaining build time with the HIP operational - would it instead have a ceil(6*0.75)=5 month of remaining build time?
7) Will the Heavy Industrial Park help UESPA builds in their Luna shipyard?
Vice Admiral Sirvk: -1Qtr to build times of all Capital grade ships
To repeat Briefvoice's questions, do these apply to existing builds or just new builds when he takes office in Q3? I know you said that his bonus won't apply for the Ambassador prototypes, but what about the lone Excelsior builds in Ana Font 2.5mt-A and SF 3mt-A (the one bumped from UP 3mt-B)?
Admiral Sulu: Allows an Intelligence Op interrupt on all major crises.
(Aside: I forgot to remove Viraan zh'Dohlen's annual 10pp bonus in 2315 after she was promoted from EC commander to a theater command, so we got 10 extra pp. But on the other hand, that helps compensate for previous discrepancies.)
I suppose it's not critical, but we never have gotten a report on the Klingon Bird of Prey M2. It would be nice to know how strong they are. A minor upgrade on the old version, or a real modern frigate?
I wouldn't be surprised if Oneirosthewriter suddenly revealed that the research station that got stuck in time had a team working on Station repair on the side without letting anyone know about it.
I wouldn't be surprised if Oneirosthewriter suddenly revealed that the research station that got stuck in time had a team working on Station repair on the side without letting anyone know about it.
Given that they founded Office 0, and that info was provided by its agents two years before it was founded, I take that bet and raise a 'researched temporal mechanics'.