Omake - Winterwind Tales Pt 2 - Iron Wolf
Winterwind Tales, Part 2: Superstition
2315.Q3.M1


Bodies in the throes of anguish, a mish-mash of limbs and phaser fire, stones and glittering knives. A metallic tang in the air, not that of ozone, but something far more primal.

Chaos and Blood.

That's what Demari Iekn beamed into.

One of his security enlisted, a Yrillian by the name of Ozaw, was grappling with not one, but two huge Caldonians, screaming bloody murder as they held him down. One produced a pair of clippers, trying to shave the hair off his body.

Iken stared longer than he should have, hearing their thoughts. It was all coldly logical, despite the fact they were convinced that Yrillian hair was a vital component to chemistry; that his lungs would be useful for research into enhancing artificial and biological intelligence.

Someone tackled Iekn to the ground.

It was Xolten, blood leaking from an impact on his head. A brick smashed against a wall , right where Iekn's head had been.

"Help Ozaw!" he yelled, fumbling for his phaser pistol. Xolten didn't hesitate. For a split second Iekn thought he heard what might have been a growl from the Vulcan's throat, and prayed he never would hear that noise again. Xolten tensed like a tiger and lept, tackling the Caldonian who had produced a knife for organ harvesting. They went sliding into a fruit stand, and Iekn lost sight of them. He fired a quick shot instead at the remaining Caldonian holding down Ozaw, missed and blew out a streetlamp, fired again. This time he caught the huge alien right in the chest, and his target fell as if he were dead.

Xolten rose up from the fruit stand, spiky fruits splattering where they fell. He had the Caldonian in a chokehold. A knife buried to the hilt stuck out of the Vulcan's side. Iekn didn't hesitate to shoot the restrained Caldonian rather than waiting for nature to take its course.

Xolten stumbled a few steps forwards before his legs gave out, Ozaw reaching out to grab him.

"I believe I am wounded." The Vulcan commented, deadpan.

"Of course it takes getting stabbed for a Vulcan to make jokes," Ozaw said, his voice cracking half-way through.

"It's a statement of fact." Color was draining from Xolten's face, "I have always enjoyed gallows humor." He rasped, "I did not think an opportunity to use it would ever be this appropriate."

"Nuub's sake," Iekn muttered, "Iekn to Winterwind, lock onto Ozaw and Xolten and beam them directly to sickbay." He scanned around, gesturing at security officers who looked unhurt to help wounded.

The two men swirled away, the rest of his security party fanning out, finding the injured, civilian or Starfleet, and helping them back to the beam-in site.

"Taggart to Iekn. What's the situation?"

"As that last command might have indicated, not good." Iekn reached out and pulled a security officer down. The man looked at him quizzically, until a disruptor blast burned over him, exploding the wooden wall in a shower of flaming debris. "We're going to need fire crews down here, and an enhanced security response team, stat. Helmets, protective vests, the works." A block away a building exploded with a concussive whump, and Iekn's team was pelted with fist-sized chunks of concrete. "Maybe bring heavy weapons too!"

On the bridge, Taggart rubbed her forehead, as a swarm of security personnel bustled around her. "That will take time. What is the status of the rest of the senior staff?"

Iekn's voice hissed from the arm of her chair, and she could hear her comms officer tapping furiously to keep up with the attempts to jam them."We lost contact with Kader, Omirri, and Tarkam's team. th'Endev is pinned down at the dam. Xolten is in the care of Dr. Rr'mera, who's with you."

"Acknowledged." Taggart held out a hand and a security officer handed her a phaser pistol, fully charged, "You find Omirri, and I'll take a team to the dam--"

"No! No. Captain, respectfully, I know you Ee-Cee types love to handle things personally, but I almost got brained the instant I beamed down. The rest of the staff is scattered. You've gotta remain there to coordinate while we hold the line, or we're going to lose a lot of people."

Taggart ground her teeth together, gripping the armrest, before handing back the pistol. "I'm going to state this because you're out of range, Iekn, but I feel like a coward sitting here."

"The crew won't see it that way if you pull them out of the fire."

"Noted. Stay safe, Commander."

"Man, you and Xolten should have a comedy act." He grumbled in response, "Iekn out."

Taggart turned in her chair to look at a Saurian with the rifle-green of security. "Lieutenant Okeg." He blinked one large eye at her, and then the other. "With Xolten out of the fight, his Security duties fall to you. We've lost a lot of fine people down there already, and this ship's security team is too small to corral this. I want you to go down, secure our people, and dig in."

He straightened, "Yes, ma'am!"

Taggart turned back to the status map on her viewscreen, "And since I can't do it personally, let them know how almighty pissed Abigail Taggart is."

***
The Sunspot Grill was a two-story structure, a humble but successful business that was popular with the local community, bordered by two streets whose names translated as roughly "Pleasant" and "Beautiful."

For Rana Kader, hiding on the second floor, those names were a bitter joke now. Tarkam's body was in the corner, covered by a blanket. The head of the quick-witted Rigellian Cigrad sat next to it, covered by a napkin. Ensign sh'Koltet cowered in the opposite corner, far away from the windows, the stump of her arm sealed with some dermal regeneration that Kader had administered with shaking hands. Several minutes ago, sh'Koltet's arm had come flying through the window, in a hail of glass that had blinded Chief Wenaya. The Orion sat next to sh'Koltet, his eyes covered and heavily sedated. Kader had wrapped sh'Koltet's arm in a blanket and put it in a refrigeration unit. There was little else she could do.

They'd been a team of seven. Obe, Cigrad, and Tarkam had all met bloody ends. The only woman left standing other than Kader was Omirri, the nervous helmswoman covering the only staircase up to the second floor. In her talons she had three separate phaser pistols and a communicator flipped open, hoping to hear the Winterwind break through. So far, nothing, jamming so bad it must have scrambled their transport signatures too. Every so often, a Caldonian would peek their head around the corner, and Omirri would let loose with all three phasers, two set to an intimidating but mostly-harmless high heat that kicked up sparks and the other set to stun. She'd managed to clip one Caldonian with the stun, and swat back a stun grenade that had earned them some breathing room when it blinded the mob downstairs.

Also every so often, out of sight, a Caldonian would fold their long legs and then leap up into the air, to slam hands on the remaining windows, throwing sticks and other debris through the broken ones. Kader had almost been hit square in the face when a more talented Caldonian leaped up all the way up and flung a wooden pole at her. The next time she'd jumped into view, Kader had hit her with a stun blast, and tried not to be pleased when she'd heard the vague crunch of bone from her hard landing. It was lucky, too, because that second time, the Caldonian didn't have a wooden pole. She had a disruptor.

Ever the Starfleet officer, she still tried diplomacy, "Listen!" She screamed out the window, "We're not here to inject you with mind-control vaccines or contaminate your crops with gene sequenced food. We didn't even distribute that stuff!"

"LIES!" Is all that greeted her, along with a hail of missiles through the windows.

"I'm serious! We don't mean you any harm, we just want to leave!" Nothing but jeers and hissing from the crowd.

"They're not going to listen to reason, Kader," Omirri chirped lowly.

Kader slid down behind the overturned table that was her cover. "Yeah. Worth a shot."

"What if we didn't give them reason?" Omirri said. The windows rattled and Kader fired a snap shot out them, before she peeked up to look at Omirri, "Kader, they're science-based but… I speak their language. You get me? Outsiders, who feel left out because they believe something different."

"Are the Fiiral normally this murderous?" Kader said, bitterly. She sighed as she heard Omirri give her an annoyed whistle, "Hey, go for it. If we wait around they're going to get ladders or something and then we're really in the shit."

sh'Koltet whimpered.

"Um," Omirri said, "Excuse me. Excuse me!" She puffed up as she sucked down a huge lungful of air and let out a high pitched screech that temporarily blocked out the sounds from below, "My name is Omirri. I'm a Fiiral. My people believe in things that others think is silly, or wrong, too." She stopped, waiting for a reaction from the crowd, "Uh, look it up?"

Omirri dipped her head in consternation and even Kader winced. No one could look up anything if they were being jammed.

Then, a glimmer of hope. "We have looked up your species, Fiiral. I'm interested - what about you?" A ragged cheer went up from the crowd.

Kader and Omirri looked at each other, Kader's eyes wide. They must have had some sort of local network. Which meant…

"I want to talk about it." Omirri said, "I want to talk about it! Will you please let me speak?"

"Omirri!" Kader whispered.

In response, Omirri slid two of the phaser pistols across the floor back at Kader and descended the steps. She tucked one of the phasers out of sight under her feathers, curling the opposite arm underneath as well.

She stepped out into the street, and instantly was surrounded by the towering figures of the Caldonians. In their hands she saw various tools -- hammers, butcher's knives, carpentry saws -- covered in blood. In other hands, more obvious tools of war, rifles and pistols stolen from the armory. Or turned over by a traitor?

And in a few hands, personal tablets. Omirri tried not to eye them too hard as the crowd parted just enough to let her through, claustrophobically towering above her. Towering above her like... angry, knife-wielding trees.

Her passage through this forest of anger seemed to last an eternity, but was more like three or four quick steps, until she reached something of a clearing. One of the Caldonians stood there, an energy rifle in one hand, a tablet in the other. He sneered down at Omirri.

"Says here your people believe in sky-gods and spirits." He sneered down at Omirri, "I don't see how you think you're at all comparable to us. We have facts and knowledge to back our beliefs."

"Mhm," Omirri said. Only one gamble to take, "You see, like you, the facts have been suppressed by the so-called establishment." She gestured to the assembled crowd, "My gods are scientifically falsifiable, and the SNAKES in our government refuse to believe us!"

There was a murmur of shock and surprise. A Caldonian raised a hammer, threateningly, his whole arm shaking with rage.

"It's true," Omirri said. "Here, give me that tablet, sir."

The leader narrowed his eyes, slowly extending his hand, clutching the thin yellow-gold square of the tablet protectively. Omirri grasped it and pulled, but the Caldonian held onto it before abruptly letting go, sending Omirri skidding back to jeers.

All or nothing now, Omirri thought, as she made a show of studying it. Then, dramatically, she turned and flung the tablet. It spun, a shimmering golden disk in the smoke-filtered light, before crashing through a second floor window. The crowd shouted in disbelief, and the Caldonian behind grabbed her roughly by the shoulders.

"Th-the facts don't exist on that!" Omirri said, twisting from his grasp. A few feathers painfully tugged out of her skin. She held out two talons, "They exist here." She pressed the center of her chest, where her liver was, "They exist in your spirit-box. They exist in what you see in the world. You've seen the facts on the ground and what does the directorate do? Nothing!"

Some in the crowd cheered.

"The same goes for me. I see the hand of my God in the thousand coincidences in the world. Like you see the threat of protein sequences in your food while the directorate ignores the data you've found here in reality, not in an academic's spreadsheet!"

More in the crowd voiced their approval. The Caldonian leader reached down and tapped Omirri in the center of her face, pushing her back a little, "Prove it, Fiiral."

"Th-the point is," Omirri said, "It's not something that can be pro--"

"YOU INSULT US!" The Caldonian screamed, slamming his riflebutt into the ground and towering over Omirri, "Our claims can be proven! We have used charged mineral lattices to manipulate the energy fields of our wounded. One recovered from a vile wasting disease. Documented! Fact! And yet we our laughed at. Why don't you document your claims of Godhood the same way?" He bared his teeth in a grin, "Ask your gods to strike me down here."

The audience roared its approval.

"My gods are not the strike with lightning type," Omirri said demurely, backing away slightly, "It is a will that requires… b-big data to analyze." She stammered the last as the crowd closed in on her. "Do y-you happen to have a supercomputer near by?" She just prayed she'd bought Kader and the rest enough time.

"Hit me." The Caldonian leader said, unexpectedly. He leaned down to stare Omirri in her eyes, "If your gods work by coincidences, they should be able to make a species so often resoundingly defeated in close combat best a man who's studied the combat forms, whose body is free of toxins and lies." He straightened, the rifle in his hand now casually aimed at her chest.

Omirri took a deep breath. She tensed, trying to remember everything Omirid had taught her. Her only hope was to jump straight up and plant a foot in this guy's forehead. Probably, she'd die before her feet left the ground.

The Caldonian's sneer disappeared as he jerked suddenly. Omirri's eyes widened as his grip tightened on the firing stud of the rifle, but it shorted out with a soft pop. The Caldonian collapsed to the ground, almost crushing Omirri as he pitched forward. She dodged backwards with an alarmed squawk.

Another Caldonian ran over to him, pressing a finger into his neck. "He's unconscious!" she shouted.

Then she jerked before collapsing, too.

"HA!" Omirri screeched, jabbing a talon at the shocked faces of the crowd, "HA HA HA! HA! THE SPIRIT IS REAL!" She turned and sprinted right back into the Grill, as the surprised Caldonians panicked, some rushing to the aid of their god-struck comrades, others crambling backwards, tripping over themselves to get away from Omirri's as she zipped by them. She took the stairs two at a time and tripped on the last, tumbling back onto the second floor with a crash.

sh'Koltet had a phaser pistol aimed at her and dropped it with relief.

Kader blinked at Omirri from where she was standing by the window. In her hand was a phaser pistol, a mish-mash of objects attached to the front of it. "So, not to let you down," She said, "But that was me with a beam diffractor I managed to cobble together." She wiped sweat off her brow, "Cut down the visibility. Any darker out and it would have been obvious."

Omirri hooted disappointedly from where she was sprawled on the floor, "Aw."

"Security's on the way. Way easier to hack that single tablet then their local network. I managed to contact the Winterwind with some quick thinking. And it saved your skin too -- when you threw it up here it bounced off a door and skidded into a backroom that was full of electronics. If it hadn't bounced that way I never would… have… found them." Kader just blinked. Blue swirls appeared in the street below, as helmeted security personnel appeared around the building. But the Caldonians were for the most part dispersed already, running away for dear life.

Her face pressed against the cool stone of the floor, Omirri wheezed out a whistle of pleasure.

"The Spirit is real."
 
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Looking further ahead-research. With a very rough research plan.
Current RP: 315 + bonus from starting Kepler project + Q2 Captain log (we got 20 RP in Q1 from logs)
Teams: 31 x 8 =248, leaves 67 RP plus bonuses left over. Advise 5 boosts.
Income is likely to be around 200 RP after Gaeni join which even with a new team will leave us with extra RP and 5 Q of captain log for more bonuses, plus the boost from starting the Kepler

Computing:
  • Daystrom Institute [Skill 5 Computing/Shields]: Automated Shipsystems 3 to 4 years may need boost
  • Amash Hagan Research Office [Skill 3 Computing/Personal]: 2320s Research Centers 3 years
  • Generic Team 4 : Primitive Isolinear Computers 6 years, 1 boost reduces to 5, 3 boosts reduces to 4
Warp Tech:
  • Yoyodyne [Skill 5 Warp Tech/Starship Construction] : 2320s Core Power 2 years
  • 40 Eridani A [Skill 4 Escort Design/Warp Tech]: 2310s Warp Propulsion -> Kepler Research Likely 1 year per slide
Starship Construction:
  • Office of Naval Architecture [Skill 3 Fleet Design/Starship Construction]: 2320s Starship Armour 5 years may need boost
  • San Francisco Fleetyards [Skill 4 Explorer Design/Starship Construction]: 2320s Construction Techniques 1 year
Personal:
  • Caitian Frontier Police R&D [Skill 3 Personal/Communications] : 2310s Personal Protection 2 years
Sensors:
  • Vulcan Science Academy [Skill 5 Xenopsychology/Sensors] : 2320s Geological Sensors 3 years, 1 boost reduces it to 2
  • Generic Team 1: 2310s Long -Range Sensors 4 years, 1 boost reduces it to 3
Weapons:
  • Weapons Fabrication Division [Skill 3 Weapons/Starship Design]: 2310s Phaser Development [Completed]-> 2320s Penetrating Nadions 4 years, 1 boost reduces it to 3
  • Generic Team 2: 2310s Torpedo Development 5+ years
Shields:
  • Andorian Academy [Skill 4 Shields/Communication]: 2310s Navigational Deflectors 1 year
Communications:
  • Starfleet Science Academy [Skill 4 Computing/Communciation]: 2320s Decryption 3 years may need boost
  • Federation Broadcast Service [Skill 3 Communication/Xenopsychology]: 2320s Long-Range Comms 3 years
  • Generic Team 5: 2320s Signal Intercepts 5+ years
Minerals:
  • Tellar Prime Academy of Mineral Science [Skill 4 Minerals/Personal]: 2320s Special Refining 4 years
  • All Pyllix Geological Institute [Skill 2 Minerals/Sensors]: 2310s Bulk Resources 3 to 4 years may need a boost
Xenopsychology:
  • Spock [Skill 6 Xenopsychology/Sensors]: 2320s Diplomacy 5+ years
  • University of Betazed [Skill 4 Xenopsychology/Personal]: 2320s Affiliates Research 5+ years
Medical:
  • Starfleet Medical Research Command [Skill 5 Medical/Personal]: 2320s Preventative Care 2 years- totals were incorrect +3 from Personnel RA forgotten in 2315
  • Starfleet Infectious Diseases Institute [Skill 3 Medical] : 2310s Trauma Medicine [Completed] -> 2320s Trauma Medicine 4 years may need boost
Propulsion:
  • Intazzi Team - Grand Hive R&D [Skill 3 Propulsion/Escort Design]: 2320s Fusion Power 3 years may need boost last year
Ship Design:
  • Utopia Planitia [Skill 6 Cruiser/Explorer Design]: Ambassador Project- > 2310s Cruiser- Science 2 years
Escort Design:
  • Generic Team 3: 2310s Escort - Combat 5 years may need a boost- believe we had an admiral bonus that retired here

Starbase Design:
  • Taves Nar Orbital Engineering [Skill 3 Starbase Design/Starship Construction] : 2310s Starbase Design - Control 2 years
Doctrine:
  • Cdr Kuznetsova's Tiger Team [Skill 5 Fleet Design/Foreign Analysis] : The Mission Unending 1 year
  • Admiral Lathriss [Skill 4 Fleet Design/Defensive] : Border World Focus 1 year
  • New Team #1 [Skill 2 Weapon/Offensive]: Offensive tech - depends on doctrine selected
  • New Team #2 [Skill 2 Starbase/Defensive]: To Boldly Go- 3 years
Foreign Analysis:
  • Games & Theory Division [Skill 4 Foreign Analysis/Offensive] : Cardassian Research 1 year
Possible Boost targets:
Generic Team #1 (needs 1 in the next 3 years)
Weapon Fab Division (needs 1 in the next 3 years)
Vulcan Sci Academy (needs 1 in the next 2 years)
Generic Team #4 (needs 1 over 5 years or 3 over 4 years)
Generic Team #3 (will shorten time but difficult to tell how much)
By boosting the first 3 we don't need to boost them in later years which frees up boosts for other tech teams that may benefit from an additional boost.


Edit:
Some things to note, Games and Theory can finish Klingon Analysis in 2 turns, Tiger Team can do it in 1 with a boost. However Tiger Team would finish ISC Analysis in 3 turns no boosts needed while Games and Theory would need two boosts to have a good chance of finishing in 3 turns.

Also since Games and Theory would move to offensive research after we finish the gateway tech we will need a new Foreign Analysis team. As such unless we get one from the Gaeni I am going to have to recommend that we pick one up in the snakepit next year. Maybe combo it with Propulsion.

I will also propose moving Games and Theory onto Klingon Analysis this year since the following year we can have the new analysis team finish up Cardassian research. That gets us the bonus Klingon intel report in 2 years. And with tiger team on ISC we get a bonus intel report for them in 3 years.
 
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@Void Stalker we may want to wait a year and put Games&Theory on Offensive Doctrine. Put the new Weapons team on Primitive Phaser Arrays -> Production Phaser Arrays. That line will take 12+ years and we will really want them for the next generation cruiser and for the Amby refit.
 
Weapons:
  • Weapons Fabrication Division [Skill 3 Weapons/Starship Design]: 2310s Phaser Development [Completed]-> 2320s Penetrating Nadions 4 years, 1 boost reduces it to 3
  • Generic Team 2: 2310s Torpedo Development 5+ years

Doctrine:
  • Cdr Kuznetsova's Tiger Team [Skill 5 Fleet Design/Foreign Analysis] : The Mission Unending 1 year
  • Admiral Lathriss [Skill 4 Fleet Design/Defensive] : Border World Focus 1 year
  • New Team #1 [Skill 2 Weapon/Offensive]: Offensive tech - depends on doctrine selected
  • New Team #2 [Skill 2 Starbase/Defensive]: To Boldly Go- 3 years
Foreign Analysis:
  • Games & Theory Division [Skill 4 Foreign Analysis/Offensive] : Cardassian Research 1 year

See, I would put our new Weapons/Offensive Doctrine team to work on Weapons instead. Let them displace Generic Team 2 and accelerate the Torpedo Development. I see no reason to rush for an Offensive Doctrine quite yet. Let Games & Theory be the one to start that the Gateway Tech when they're ready.

I will also propose moving Games and Theory onto Klingon Analysis this year since the following year we can have the new analysis team finish up Cardassian research. That gets us the bonus Klingon intel report in 2 years. And with tiger team on ISC we get a bonus intel report for them in 3 years.

We're not supposed to move teams off slides until they finish*. Oneiros made it a quasi-hard rule to prevent the kind of point-shaving you're advocating. So Games and Theory pretty much has to finish up Cardassian Research, though I agree to moving them to Klingon Analysis after that.

*I presume there's a special exception to pulling a team off to begin researching a new ship, since it's only a quasi-hard rule.
 
@OneirosTheWriter
I was reviewing the techs and found an error with the 2315 research:


Starfleet Medical Research Command : 2320s Preventative Care

+10

10 / 40 Melanthriss Physical Therapy Protocol (Rehabilitation I) (+.25 to all standard Recruitment categories from recovered crew)
15 / 40 Noel-Lurs Diagnostic Guide (Mental Care I) (+.25 to all standard Recruitment categories from better retention)
10 / 40 Sterile Field Generators (Sickbay Expansions I) (+2 to Hull/Survival rolls made during botched plague rolls)

This did not include the +3 to Medical research from Zrai ch'Shennaryth the RA in charge of Personnel. Full bonus: Chance to cancel pp losses due to crew losses. Gain +3 to Medical research. Appointed in 2314.Q4

Correct totals should be
13/40
18/40
13/40
 
  • Generic Team 2: 2310s Torpedo Development 5+ years
  • Generic Team 3: 2310s Escort - Combat 5 years may need a boost- believe we had an admiral bonus that retired here
  • New Team #1 [Skill 2 Weapon/Offensive]: Offensive tech - depends on doctrine selected
Generic Team #3 (will shorten time but difficult to tell how much)

Edit:
Some things to note, Games and Theory can finish Klingon Analysis in 2 turns, Tiger Team can do it in 1 with a boost. However Tiger Team would finish ISC Analysis in 3 turns no boosts needed while Games and Theory would need two boosts to have a good chance of finishing in 3 turns.

Also since Games and Theory would move to offensive research after we finish the gateway tech we will need a new Foreign Analysis team. As such unless we get one from the Gaeni I am going to have to recommend that we pick one up in the snakepit next year. Maybe combo it with Propulsion.

I will also propose moving Games and Theory onto Klingon Analysis this year since the following year we can have the new analysis team finish up Cardassian research. That gets us the bonus Klingon intel report in 2 years. And with tiger team on ISC we get a bonus intel report for them in 3 years.
The idea behind the weapons/offensive team was that they would finish 2310 Torpedo Development (a key project for new combat ships and not really suited for research by a generic team) before helping with Offensive Doctrine, the Games & Theory would be unlocking the root node of the doctrine in the mean time (after finishing the current Cardassian Research techs). This would also free up generic team 2 to start with Phaser Arrays, which is also a key weapons technology, but well suited for generic teams. Where we will assign the Tiger Team depends on what happens with Cardassian Research, in any case you are right that foreign analysis would benefit from more teams.

Originally the idea was for Generic Team 3 to be tagged out by 40EA in 2317, that looks like it won't be happening now. Perhaps the project will be finished by a new team, perhaps by 40EA after the Kepler design. It makes sense to keep them for one more year on this, as that will allow 40EA to finish the project in one year as opposed to two, or a new skill 2 team to finish in 2 years as opposed to 3, but the project is not well suited to be completed by a generic team without admiral bonus so after that they should probably be moved, the projects for lager frigates or cruisers being the obvious choices since they only have one tech. On the current project they are very ill suited for a boost, not only does it not improve the completion time in the tag out scenario at all, with bad luck it could even add a year to the research time (if inspiration and boost both hit the same tech and make it complete early).

If generic team 2 is put on Phaser Arrays as suggested they would make for a very suitable boost target, as I posted on previously.
 
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@Void Stalker we may want to wait a year and put Games&Theory on Offensive Doctrine. Put the new Weapons team on Primitive Phaser Arrays -> Production Phaser Arrays. That line will take 12+ years and we will really want them for the next generation cruiser and for the Amby refit.

See, I would put our new Weapons/Offensive Doctrine team to work on Weapons instead. Let them displace Generic Team 2 and accelerate the Torpedo Development. I see no reason to rush for an Offensive Doctrine quite yet. Let Games & Theory be the one to start that the Gateway Tech when they're ready.



We're not supposed to move teams off slides until they finish*. Oneiros made it a quasi-hard rule to prevent the kind of point-shaving you're advocating. So Games and Theory pretty much has to finish up Cardassian Research, though I agree to moving them to Klingon Analysis after that.

*I presume there's a special exception to pulling a team off to begin researching a new ship, since it's only a quasi-hard rule.

Well still will want a new Analysis team, at some point the Ferengi will be in range and they will have analysis as well which leaves 5 different ones we can be pursuing at any one time.

Putting the new team on Primitve Array will be 6 years with no boosts, 1 boost to reduce it to 5 years, 3 boosts to reduce it to 4 years. Generic Team 2 is going to turn into an Explorer/Weapon team so I would keep that on Torpedo Development. Looks like 6 years worst case for Torpedo Development, boosts will reduce that I believe.

Games and Theory would then need to be our team to work on offensive doctrine which would be next year. Tiger Team should then finish Klingon analysis in 2 years and then do ISC analysis in 3 years. A new skill 2 team would take 6 years to do the ISC analysis or Ferengi Analysis depending on if that is available
 
Putting the new team on Primitve Array will be 6 years with no boosts, 1 boost to reduce it to 5 years, 3 boosts to reduce it to 4 years. Generic Team 2 is going to turn into an Explorer/Weapon team so I would keep that on Torpedo Development. Looks like 6 years worst case for Torpedo Development, boosts will reduce that I believe.
It looks like you are assuming generic teams will graduate to skill 2 qualified teams? I see no reason for that assumption, qualified skill 1 teams can exist, the Games & Theory team used to be one, for example.

Assuming graduation to skill 1 qualified team in 2318:

Generic team 2 on Torpedo Development: 6 (27.8% chance) or 7 (72.2% chance) years without boosts, very likely can be reduced to 6 years with boost in the last year (90.7% chance).
Generic team 2 on Primitive Phaser Arrays: 9/8/7/6 years with 0/1/3/5 boosts.

New team on Torpedo Development: 4 years without boosts, possibly can be reduced to 3 years with boost in last year (50% chance).
New team on Primitive Phaser Arrays: 7/6/5 years with 0/1/3 boosts.

Putting the generic team on phaser arrays is more efficient, frees up the new team earlier to work on doctrine, and delays to phaser arrays can mostly be compensated with enough boosts.
 
We should start a starbase repair team. Better late than never.
At skill 5 we are looking at 12 years worst case. Doing so before that makes it far longer. And until we get a spare starbase team we should keep it on the combat and control which help us out more than the repair bays. In the time it would take we can get a lot of berths built (we can probably average 1.5 started a year just by making sure each member world has a berth).
 
Excuse me, we have no confirmation that the nomadic invaders are not, in fact, operating off a recovered copy of the History of Rome podcast and therefore do not consider themselves barbarians.

Furthermore, they could be really civilized, like holding their pinky out when they lift a teacup and shit

Raiding and Civilization are not mutually exclusive. The Mongols, Vikings, and Caribbean Pirates were all 'civilized.'
 
It looks like you are assuming generic teams will graduate to skill 2 qualified teams? I see no reason for that assumption, qualified skill 1 teams can exist, the Games & Theory team used to be one, for example.

Well, originally...

I'm thinking of going for a system whereby generic teams will eventually graduate into normal tech teams with 10xp, and their specialities will depend on what they were used on most and second-most.

Also, given that none of the 2319 combat frigate designs use T2 Torpedoes at present, I'd rather push for arrays. We should be trying to get arrays done as soon as we can, because we need Production Arrays to actually unlock them on the sheet, and the combination of arrays and burst launchers is going to be crucial for the next generation cruiser/light explorer project. Tge early Amby refit too.I am also concerned that with the burst of new members (thus new research teams) and the possibility that we may graduate the generic teams, thus being able to generate 5 new generic teams, that we will run out of RP for boosting.
 
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Well, originally...



Also, given that none of the 2319 combat frigate designs use T2 Torpedoes at present, I'd rather push for arrays. We should be trying to get arrays done as soon as we can, because we need Production Arrays to actually unlock them on the sheet, and the combination of arrays and burst launchers is going to be crucial for the next generation cruiser/light explorer project. Tge early Amby refit too.I am also concerned that with the burst of new members (thus new research teams) and the possibility that we may graduate the generic teams, thus being able to generate 5 new generic teams, that we will run out of RP for boosting.
Not likely, granted we are going to be picking up a lot of teams from new members. However we have Honiani over 300 this turn, the new members will see some increase in RP income. Yan-Ros should hit 300+ next year so more RP income. Oh and with the colonies we started in the snakepit, those will give us +16 RP per year starting next year. And we are only a few years out on the tech that drops activation by .5 RP per team along with boosting RP from research colonies by 1.

As long as we keep starting two colonies a year we should be good on RP income when combined with RP from events.
 
Nothing about that quote suggests anything other than skill 1 generic team + 10 xp -> skill 1 normal team like I have been assuming. As said skill 2 isn't the minimun for a normal team, skill 1 is.
Also, given that none of the 2319 combat frigate designs use T2 Torpedoes at present, I'd rather push for arrays. We should be trying to get arrays done as soon as we can, because we need Production Arrays to actually unlock them on the sheet, and the combination of arrays and burst launchers is going to be crucial for the next generation cruiser/light explorer project. Tge early Amby refit too.I am also concerned that with the burst of new members (thus new research teams) and the possibility that we may graduate the generic teams, thus being able to generate 5 new generic teams, that we will run out of RP for boosting.
T2 torpedoes are more effective, lighter and use less power at the same crew cost, so using them is a complete no-brainer if available. Designs aren't using them because they weren't known to be available in the year aimed for. Also Torpedo development probably unlocks burst launchers (based on the name of one of the techs), though that's not explicitly spelled out. But that isn't even really the point. Assigning them that way is not at all meant to prioritize torpedo development over phaser arrays. It's meant to prioritize a large efficiency increase and ability to switch to offensive doctrine soon after the base node is done over a relatively small difference for phaser arrays. By the way, if generic teams do graduate with skill 2 it's possible to finish Primitive Phaser Arrays in 5 years with generic team 2 as well, just requires two extra boosts.

As for rp available for boosting, we are increasing rp income by 15 from colonies this year and can reasonably hope to keep up that pace, new members will come with an increase to rp income along with any new tech teams, activation cost will drop to 7.5 per team soon, new techs will raise rp income further, and event rp are trending upwards due to more ships, higher average stats and mission bonuses from tech. We'd need to go pretty heavy on recruiting new teams in snakepits to avoid having free rp.
 
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Averaging 5 hours of sleep a night, 85 hours a week of work and commute, moving across the country in 10 days.... Yeeeah.
 
2316.Q2 - The Snakepit - Results
[X][COUNCIL] Plan ALL THE THINGS and KEPLER
  • Request new Starbase I [KBZ – Shrantet III] 25pp for KBZ
  • Request new Starbase I [Indoria] 27pp
  • Request Mining Colony at Kohl II, 16pp, 25 (30) br & 25 (35) sr /yr, 4 turns
  • Request Research Colony at Acacia V, 7pp 5 (7) rp/yr, 4 turns
  • Request Mining Colony at Piara V, 8pp, 25 (30) br/yr, 4 turns
  • Request Mining Colony at Mica III, 8pp, 25 (30)br /yr, 4 turns
  • Request Allocation for an Excelsior's resources, one-off-infusion of an Excelsior's cost, 40pp
  • Request Academy Development, 40pp (Gain +.5 Officers/Enlisted/Techs throughput)
  • Request Start of Science Frigate project, receiving one-off boost of Research Points and go-ahead for some projects, 10pp
  • Request new Tech Team to be added to your Ship Design Bureau, [Weapons and Offensive Doctrine] - 20pp
  • Request new Tech Team to be added to your Ship Design Bureau, [Starbase and Defensive Doctrine] - 20pp
  • 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 (Mars in Sol System)
  • Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Ashidi]
  • Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [The Tauni]
  • Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Yan-Ros]
  • Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Hishmeri Septs]
  • Acquire additional resources for Starfleet Intelligence Operations, 20pp (Will improve ops teams next time they are required)



Total Cost 436 PP

Council Sessions Preparing
None

Council Reporting
None

Ship Design & Refit Projects
Science Frigate Project, "Project Gateway", has been approved.

-

Colonies Commenced
Mining Colony at Kohl II, 16pp, 25 (30) br & 25 (35) sr /yr, 4 turns
Research Colony at Acacia V, 7pp 5 (7) rp/yr, 4 turns
Mining Colony at Piara V, 8pp, 25 (30) br/yr, 4 turns
Mining Colony at Mica III, 8pp, 25 (30)br /yr, 4 turns

Shipyard Expansions Commenced / Complete
Oreasa Starfleet Yards at Betazed Orbit, Berth 1, 2 (1,000kt) complete and are available for use
Expansion of Utopia Planitia, Berth D (3mt) & Berth 4 (1mt) complete and are available for use

Installations Commenced / Complete
Starship infrastructure is expanding on Amarkia
Request new Starbase I [KBZ – Shrantet III] 25pp for KBZ
Request new Starbase I [Indoria] 27pp
Olympus Industrial Hub - 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 (Mars in Sol System)

Starfleet Academy
Academy Development, 40pp (Gain +.5 Officers/Enlisted/Techs throughput)

This will become active in the following income period.

Tech Teams Requested

Two:
Starfleet Tactical Prograde Operations Team - Skill 2 [Weapons/Offensive Doctrine]
Apinae Protective Engineering Bureau - Skill 2 [Starbase/Defensive Doctrine]

Starfleet Reorganisation
Acquire additional resources for Starfleet Intelligence Operations, 20pp (Will improve ops teams next time they are required)

Diplomatic Pushes:
Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Ashidi]
Ashidi 76/100 + 17 = 93/100
Some progress has been made by our Ambassadors, however it appears that the Ashidi paranoia is tricky to overcome.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [The Tauni]
Tauni 75/100 + 43 = 118/500
The FDS reports that efforts to reach out to the Tauni have met with blistering success. Finding a potential sanctuary of many like-minded species near at hand has resonated with their people, and we are now Affiliates.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Yan-Ros]
Yan-Ros 232/500 + 29 = 261/500
The start of a prolonged push on the Yan-Ros has borne fruit early on. Although they are very firmly in the Honiani cultural orbit, the Yan-Ros are receptive to Federation entertainment media, and our Xeno-psychologists are seeking out specific pairs of Yan-Ros distributors and Federation producers to have the desired effect.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Hishmeri Septs]
FDS reports that Hishmeri Septs are very truculent about diplomatic engagement. [Bonuses applied to roll are halved]
Hishmeri 50/100 + 14 = 64/100
Some initial contacts have been made with the Hishmeri. We can say they are a two-species power, and we have strong suspicions that the second species is a slave caste, in practice if not in name. They have a long history of raiding, and we would be well-advised to ensure member world fleets are advised as to the potential danger.



Member World Coordination Office

Ships Commenced in 2316.Q2:



Tellar - Refit [Constellation-A]
Human - 1 Starfleet Freighter (NCC-3605) *
Amarkia - 1 Cargo Ship
Betazed - 1 Cargo Ship


NB: Vulcan is surging recruitment for the time being to help cover crew costs of Renaissance and Constellation construction
* = Vice Admiral T'Faer swooped on an opportunity to use berth space

Ships Commissioned in 2316.Q2:

Tellar - Repair [TSS Lorch Krind]
UESPA - Repair [TSS Nugruch]
Betazed - 2xRefit[Patroller-A] - 6/6 Patrollers refitted
Gaen - 1 Colony Ship
Caldonia - Repair [Science Cruiser]
Orion - Repair [UES Jupiter]
Licori - 2 Jackrabbit (*), 1 Spiny Mouse, 1 Cargo Ship
Ked Paddah - Repair [KPS Protective], 1 Aggadah, 2xRepair [Orah]

* = 1 Minor House, 1 House Tartresis

Shipbuilding Operations Report
The requested builds, refits, and repairs scheduled for this quarter have completed, namely:


Starfleet Prospector, NCC-642 @ Lasieth Craft Yards Berth 4

-

The requested builds, refits, and repairs scheduled for this quarter have commenced, namely:

Ambassador-class explorer (Starfleet Build Order NX-3901) @ Utopia Planitia Fleet Yards Berth B
Ambassador-class explorer (Starfleet Build Order NX-3902) @ Utopia Planitia Fleet Yards Berth D

Starfleet Freighter, NCC-3604 @ Lasieth Craft Yards Berth 4

-

The following ships have drawn crews:

Unnamed Renaissance-class cruiser (Starfleet Build Order NCC-2602) @ Ana Font Shipyard Berth 1
3 Officer, 5 Enlisted, 3 Technician

-

Starfleet Spacelift Command, Starfleet Logistics Command

17 Cargo Ships
4 Freighters
[152 Small Cargo, 74 Bulk Cargo]


Deep Space Dviision, Starfleet Engineering Command

6 Engineering Ships
[18 Special (Engineering), 12Sm, 12 Bk Cargo]

Starfleet Colony Command

6 Colony Ships
4 Prospectors
[36 Special (Colony), 16 Special (Prospecting)]


Honiani have reached 300+ Diplomatic Relations
Rigel Sector
Homeworld: Okatha
- Provides: 40br, 10sr, 5rp, 5pp, 0.3 Officer, 0.4 Enlisted, 0.35 Technician
- Requires: D0
- Installations: Citadel of Stars [Starbase I], Cathedralforge Yards (1x4000kt, 2x2500kt)
- Local Currently: 1 Basilica of Lakhept, 1 Basilica, 1 Cathedral, 2 Reliquary, 2 Chapel, 2 Monastery, 2 Parish
- Merchant Marine: 23 Civilian Ship, 19 Cargo Ship, 13 Freighter, 3 Passenger, 2 Engineering, 2 Prospector, 1 Colony Ship, 2 Hospital Ship, 3 Research Cruiser, 6 Super-Freighter

Major World: Becarra
- Installations: Saiya Exultant Yard (3x1000kt), Outpost I
Major World: Ucuta
- Installations: Fore of Wonders (2x1200kt), Outpost I
 
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Diplomatic Pushes:
Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Ashidi]
Ashidi 50/100 + 17 = 67/100
Some progress has been made by our Ambassadors, however it appears that the Ashidi paranoia is tricky to overcome.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [The Tauni]
Tauni 75/100 + 43 = 118/500
The FDS reports that efforts to reach out to the Tauni have met with blistering success. Finding a potential sanctuary of many like-minded species near at hand has resonated with their people, and we are now Affiliates.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Yan-Ros]
Yan-Ros 232/500 + 29 = 261/500
The start of a prolonged push on the Yan-Ros has borne fruit early on. Although they are very firmly in the Honiani cultural orbit, the Yan-Ros are receptive to Federation entertainment media, and our Xeno-psychologists are seeking out specific pairs of Yan-Ros distributors and Federation producers to have the desired effect.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Hishmeri Septs]

FDS reports that Hishmeri Septs are very truculent about diplomatic engagement. [Bonuses applied to roll are halved]
I love this new reporting style from the FDS. A++. Really really wish we had it last year when we pushed the Yrillians.

Starfleet Reorganisation
Acquire additional resources for Starfleet Intelligence Gathering, 35pp (Gain +1 Intel Report per year)

Actually, we asked for Intel Ops, not Intel Gathering which was last year.
 
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* = Vice Admiral T'Faer swooped on an opportunity to use berth space
That's interesting.

I suppose that once we reorganize, we'll have to micro this.

Diplomatic Pushes:
Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Ashidi]
Ashidi 50/100 + 17 = 67/100
Some progress has been made by our Ambassadors, however it appears that the Ashidi paranoia is tricky to overcome.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [The Tauni]
Tauni 75/100 + 43 = 118/500
The FDS reports that efforts to reach out to the Tauni have met with blistering success. Finding a potential sanctuary of many like-minded species near at hand has resonated with their people, and we are now Affiliates.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Yan-Ros]
Yan-Ros 232/500 + 29 = 261/500
The start of a prolonged push on the Yan-Ros has borne fruit early on. Although they are very firmly in the Honiani cultural orbit, the Yan-Ros are receptive to Federation entertainment media, and our Xeno-psychologists are seeking out specific pairs of Yan-Ros distributors and Federation producers to have the desired effect.

Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Hishmeri Septs]

FDS reports that Hishmeri Septs are very truculent about diplomatic engagement. [Bonuses applied to roll are halved]
I like this format.

The little blurbs are nice.

My personal headcanon is that the FDS only has 4 fast courier ships/teams.

Two:
Starfleet Tactical Prograde Operations Team - Skill 2 [Weapons/Offensive Doctrine]
Apinae Protective Engineering Bureau - Skill 2 [Starbase/Defensive Doctrine]
Huh. Interesting.

Well, we should be able to make use of them next quarter.

Starfleet Spacelift Command, Starfleet Logistics Command

17 Cargo Ships
4 Freighters
[152 Small Cargo, 74 Bulk Cargo]
NCC-3604 takes on a new significance when you realize that it's a 25% expansion of SF's Freighter fleet.
 
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