I said that was just a plus, a bonus. Nor would it necessarily be "double digit pp" unless you're putting a lot of capital ships in the force. That said, we don't know what it takes to include a starbase (or outpost) in a war game.
But presumably the ships defending the border zone would be spread out over its length and no one would try to sneak through right next to the starbase. 2 ships definitely shouldn't unrealistically low for defending the stretch between Lapycorias and the border to the Ferasa sector (the border zone section where the war game is the least likely to cause diplomatic issues), for example, and a patrol force defending a significantly longer section than that would need to split up anyway to have a reasonable chance of intercepting anyone.
That's not the point though. It's about whether a presumably unsuspecting border zone rear admiral can ensure his ship patrol patterns, sensors, training, tactics, and so forth can adequately intercept a wolf pack in time with sufficient forces to repel or defeat it.
I don't know if this is possible, but I'd rather this not be a "ship battle"-type war game at all. Here's how it would ideally go down:
The border zones won't be warned about the details of the war game except that there is a war game going on. A "blind" war game, so to speak.
A "wolf pack" would be formed out of some GBZ forces or some spinward member forces, max of 4 ships, probably a cruiser with some escorts. Their goal is the sneak past a border zone and reach any world in the neighboring sectors that are supposed to be protected by the border zone.
If the wolf pack is intercepted with adequate forces or is stymied for over a quarter, then game over. No mock battle needs to be fought. Any force that intercepted them and their command hierarchy are informed then, but sworn to secrecy in case the exercise is repeated in another border zone.
Candidate border zones: CBZ or SBZ (but sufficiently far enough from Sydraxian borders)
Mhm. I know this is my pet bugaboo, but I really wonder why they'd be building large numbers of Jalduns (and berths sized for same) instead of Kaldars (or at least berths sized for same) if they're NOT planning a refit in the near future. They have to know by now that we've got the Constitution-Bs in quantity and must be beginning to realize that the Renaissance is yet another step up from there, so they can't simply build their fleet around an assumed ability to bully anything below Excelsior tonnage and call it a day.
If they're planning to build Jaldun-As starting now or soon, that's okay- a Jaldun refit would almost certainly overmatch a Connie and approach or match the performance of a Renaissance-class cruiser. But if they have no such plans, then those 1200kt berths are a straitjacket limiting their ability to build new classes. They should be building 1500kt or 1800kt berths instead, even if it turns out they can't afford to build anything other than more Jalduns in the new berths for now.
The other possibility is that they're replacing rather than refitting- that there is a Jaldun-successor being prototyped somewhere, which fits the same berths. I consider this a bit less likely, simply because it would take the Cardassians such a long time to finish the new cruiser and produce it in sufficient numbers to matter. They'd almost have to do a refit program, at least as a stopgap measure to keep their cruiser advantage from totally eroding away as we complete more Rennies.
Well we don't have the full shipbuilding report, so it's possible one of those listed Jalduns under construction is in fact a refit, or it's just plain incomplete. Next year, we definitely need spend one of our CARD slots on a shipbuilding report.
Eh... kinda? One big miss we had was how much they emphasized their Jalduns over Kaldar and Takaaki builds. What we basically did was look at the 2314 shipbuilding intel report and assumed that ship build composition was about the same between 2310 and 2314, and after 2314. Fortunately (for the Cardassians I suppose), the overall lack of Kaldar and Takaaki builds have been rectified looking at their 2316 ship production.
Under the current rules [Keplers] would be really useful in the scouting and skirmishing phases of a battle and can retreat after that. They will also be much more durable than Oberths which we have been using in battles with reasonably good survival rates. They basically do every thing cruisers and capitals can't do in a battle, and much better than any current frigate design. So much so that I'm questioning whether we actually want a "combat" frigate in the future, as opposed to a large number of Renaissances and Explorers and a moderate number of Keplers to fulfill the necessary frigate roles but try to stay out of the main battle.
Compared to the Rennie in terms of primary combat stats and costs, combat frigates are more crew-efficient (and have comparable SR-efficiency). So if we don't have the crew for a Rennie, we build a combat frigate instead.
I broached on combat frigate stuff a bit in the SDB thread, so I'll rephrase it here:
I've seen combat frigate proposals that try for C=S and C=D, which is causing them to cost like garrison frigate, i.e. a Centaur-A. This in turn is spurring calls for voting to increase the max SR limit for the combat frigate role.
However, if we're going to have Keplers pull dual duty as garrison/science frigates AND as a spearhead in fleet skirmishes for scouting and mine detection, do we really need a combat frigate with good science and reaction? Couldn't we just stick with a Miranda-A philosophy of SR-cheap and crew-cheap combat spam? That is, a frigate that is optimized mostly for pure combat potential and minimal SR cost (BR:SR ratio >= that of Miranda-A)?
I don't think we actually have 13 already, but yes, Starfleet tends to have a lot hospital ships.
This is mostly a result of Starfleet not being a military but the first responders to Federal disasters. If also gives the Federation the option to just dump a hospital ship on a sector and not have to worry too much about the health situation on a given sector's minor planets that lack a proper medical establishment.
'There's a plague here' isn't answered with 'shit, is there a big hospital on a planet nearby we can go to?' It's answered with 'the hospital will arrive within the week.'
Also, hospital ship is slightly a misnomer. From the implications it's clear that hospital ships also serve as the Federation's biological research ships, focusing on checking microbial biospheres on planets. Which is rather useful when you want to live there.
You have the first of Pathe Lathriss' new Defence Readiness reports, an annual thing he plans to implement. It is a bit of an eye-opener, but so far it still has a lot of holes in it that you would like to see fleshed out. He knows that, of course, but trying to introduce a little of the Amarkian approach to preparation into even Starfleet Tactical Command is not an overnight process. You can see this being of great value in the future, however.
==============
Current Required Ship Roles, as identified by Starfleet Tactical:
Heavy Explorer
Component Needs: FYM-Capable, need Explorer Frame, Medium+ Operations Frame
Stat Needs: Must have 5+ Science, Presence, 4+ Combat.
Scale Needs: No max-size or crew, minimum 2.2mt.
Intention: To conduct Five-Year-Missions, be capable of extended unsupported missions, handle severe science anomalies and conduct high-level diplomacy.
Currently fulfilled by Excelsior, Ambassador project
General Cruiser
Component Needs: Cruiser Frame
Stat Needs: 4+ stat average, minimum 4 Defence
Scale Needs: 1-1.5mt,
Intention: To form the backbone of the fleet when in battle, and to be the first-line of response to sector events.
Currently filled by: Renaissance
Garrison Frigate
Component Needs: Frigate Frame, < 80SR
Stat Needs: Minimum 2+ all stats, 3+ Science, Presence
Scale Needs: Any
Intention: Bolster ability to protect and manage sectors within Federation space. Designed to be capable of responding competently to most events.
Currently filled by: Centaur-A
Combat Frigate
Component Needs: Frigate Frame, Large Tactical Frame, < 60 SR, 1+ Torpedoes
Stat Needs: 3+ Combat, 2+ Defence, 2+ Shield
Scale Needs: Any
Intention: Bolster fleet's ability to compete in combat.
Currently filled by: Miranda-A
Science Frigate
Component Needs: Frigate Frame, Medium+ Operations Frame, Small Tactical Frame, < 100 SR
Science Lab, LR+Nav Sensors
Stat Needs: 5+ Science, 3+ Presence, Max 2 Combat
Scale Needs: Any
Intention: A ship to replace the Oberth as a more capable, all around platform for science and short-range exploration.
Currently filled by: none
=========================================
What type of ship do you believe Starfleet is currently lacking?
[ ][ROLES] Do Nothing [2.0x Weighting on this vote]
[ ][ROLES] Suggest something else
[ ][ROLES] A Garrison Cruiser to cheaply anchor home sectors
[ ][ROLES] A Heavy Cruiser
[ ][ROLES] A Light Explorer to supplement the Excelsiors
[ ][ROLES] A high-presence courier escort
[ ][ROLES] A specialised minesweeper
[ ][ROLES] Update the Combat Escort requirements (+2 Militarisation)
[ ][ROLES] Update any other requirement (name)
Roles that you decide upon will be added to the list of available ship design projects that you can request from the Council.
The important thing that people should do here is to consider your strategic context. What is your current fleet capable of? What do you need it to be capable of? What are your enemies capable of doing? What do you need in order to stop them from ruining your whole week?
For Starfleet especially, you also need to think about the mission statement 'to boldly go', and how your current fleet is capable of handling those tasks.
Are your ships capable enough (do they have the right S/P stats, or combat stats, or durability)?
Are you able to build enough ships within your budget? Do they need to be cheaper?
Do you have space in your budget for heavier construction? Is the BR/SR balance wrong for your income?
During the war did you find yourself thinking, "gee, I wish we had a 'X' to do this job"?
Do you have concerns about being able to counter ships? The Connie-B project arose out of a need to counter the Jaldun, for example.
Have you been feeling like you're failing too many events? Too many Science or Presence Tests? Do you need cheaper, faster construction in order to just get ships in space?
Despite probably not being one of the more glamorous votes, this is actually one of the most important because this one alters the entire shape of your fleet for in-game-decades into the future.
==========================================
Wargames
Pick a Scenario you would like to see occur:
[ ][WG] A 1v1 with any two Ships, including member world ships (Nominate two ships)
[ ][WG] A 2v2 with any Ships, including member world ships, (Nominate ships)
[ ][WG] A Fleet Battle (Cost 2pp/Explorer, 1pp/Cruiser, 1pp/2 Escorts)
==========================================
Next Year's Report should be...
[ ][REPORT] Improving the Cardassian Readiness report
[ ][REPORT] A different possible War Scenario with <group>
A posible war with the Ashalla Pact has seemed to be an almost inevitability at different points of the past several years, one staved off by very narrow margins at times. While all hopes are that this peace, even as shaky as it is, continues on into the future, it is prudent to assess our options if the Cardassian Union does push this to a war. For a long time, the Federation has existed as a massive salient with the Sydraxians to coreward space and Dawiar/Lecarre to rimward space. However, recent diplomatic measures appear to have made it such that only the Lecarre remain as a definite foe. This turns the tables dramatically into our favour, as instead of facing the prospect of being split in two, we instead are able a large amount of space to trade before the heavy industrial heartland is reached.
However, there is still a tremendous political danger present there. No fewer than three homeworlds are on the frontier with the Cardassians, and an assault that catches us unawares could easily roll over these systems in the opening weeks. To help combat this, we will be inspecting the various "fronts", which are those parts of space we expect the axis of advance and retreat to exist. As this is where the majority of battles will be fought, this is where it is most crucial to know, understand, and prepare the area in advance.
-
Expected Fronts:
Adrazzi Corridor Front
Nature - Light Forces, Intense, Heavy Skirmishing
Exposure - Federation Feeder Loop assets, all Apiata Loops, Trade from Indoria, Amarkia
Logistics Vulnerability - Very High, it will be difficult to protect convoys here, and many ships from the GBZ will pass through
We strongly expect that the Goshawnar will place their weight here, and the empty 0g and 1g subsectors allows for considerable room to move. Light forces will have an edge here, and attacks from unexpected quarters would be a real concern. However, it will be difficult for either side to generate a breakthrough. However, If we are driven back from Apinae, our links to the GBZ will become nearly impossible. The line must hold here or we will suffer a very shop drop in resource budget.
Stages: Cardassia - Homeworld of the Cardassian Union, sure to be extremely heavily defended
Koyang Adyot - A key Cardassian Mining Colony, last major inhabited
Anou - An agricultural site
Vedarot - A key world that will be fiercely contested
Kamey Prime - An important Mining Colony, the outpost here protects the approach to Vedarot
Antak - A Minor Colony of the Cardassian
Adrazzi Gulf - Open space without many interesting systems, but maybe more surveying will identify tactical advantages? Grizzi - Minor Colony of the Apiata,
Burrizz III - A Major World, with a shipyard and extensive population
Apinae - Homeworld of the Apiata, an important world politically and industrially.
Irrizizza - Major World, another major Apiata world, if pushed past here then Apiatan space has effectively fallen
Beta Corridan 31 - A Starfleet Mining World and outpost, a hub which can be used to hold the line
Leas Akaam - A hub of Amarkian chivalry, the key defence in the way of Amarkia
-> From here it becomes the Amarkian Front
Suggestions:
The biggest obstacle here is the Adrazzi Gulf itself, and the limited settlement of space between Apinae and Indoria. This will allow wolf packs to pass through with relative ease. The problem will become far worse if we go on the attack on this front, pushing across to Antak, where our supply ships will need to pass over the Gulf. So our recommendations here include the following:
* Building a Starfleet outpost at Grizzi as a forward hub
* Using Starfleet Prospectors to inspect the Gulf for systems of tactical significance to either forward deploy to, or pre-seed with mines.
* Undertake building more waystations, and reinforcing them, to give better protective cover for passing convoys.
A less conventional solution is also to extend critical industry to world around Apinae in order to reduce the amount of traffic that needs to undertake the journey back to the transit up at Leas Akaam.
Alrizzine Front (Optional)
Nature: Uncertain, Opposition could be Sydraxians and/or Yrillian mercenaries, however combat may be more likely on a Tales Har front
Exposure: Could devastate the feeder and supply convoys to/from the GBZ
This may not become a front at all, as we suspect from Kar Akar they will be more interested in attacking towards Amarkian space, where taking Tales Har could jeopardise the entirety of Apinae, Indorian, and Seyek space at a stroke. However, if we are not making progress towards Vedaraot, we may wish to open a front directly on Kar Akar on our own, which will allow us to put pressure on the Sydraxian homeworld.
Dar Nakar - Homeworld of the Sydraxians
Kar Akar - Major World of the Sydraxians, protected by a starbase, presenting a very tough defensive site.
Tega - Minor Colony, only protected by a station. Onprazza - Minor Colony of the Apiata, actually in the SBZ area, settled by a handful of particularly eccentric hive families
Alrizzine IV - A major Apiata world with an outpost and shipyard facilities.
Apinae - Homeworld of the Apiata
-> Leas Akaam Front
Suggestions:
This is a relatively compressed space, but our stepping-off point is effectively unprotected.
* Build a supply hub/outpost at Onprazza if you intend to go on the attack here, otherwise mining it may be the better idea.
* Appeal to the Apiata to invest in a Starbase for Alrizzine IV.
* Have Starfleet Intelligence work out a standing plan of action to disable the starbase at Kar Akar to facilitate an attack.
Balogot Front
Nature: Potentially a messy meat-grinder. From Lapycorias to Balogot, with cross-over to the Themis Seye-Bajor front.
Exposure: Indoria is very near, but the supply lines are tight and well protected.
Logistics Vulnerability: Moderate
Whichever front the Konen ties into will become very strained. If it is this one, it will be very difficult to hold, even with two Starbases in the way of Indoria.
Cardassia
Trangot
2 Minor Colonies
Balogot - A major Cardassian world that has recently built a Starbase
Inaka - Mining Colony protected by a reinforced outpost, and with a Jaldun always on patrol. Laypcorias - Starfleet Starbase 9, set to protect Indoria
Indoria - Homeworld of the Indorian Congress
Pridorin IV - A mining colony
Vintus - A minor colony world
Galus V - A mining colony
Gaiar Har - An Amarkian mining colony
Leas Akaam
-> Amarkia Front
Suggestions:
* Preposition supplies to reduce the chance of losing auxiliaries.
* Request the Indorians produce a repair yard to support what is likely to become a very destructive front.
* Build an outpost at Gamma Canidae V to protect against potential wolf packs.
* Starfleet Intelligence has a few connections on the ground to Bajor, and would like approval to plan for potential missions to the planet to disrupt the Cardassians in event of war.
Themis Front
Nature: Smashmouth offence, with forces lined up on both sides for the headlong rush.
Exposure: Rethelia is very near the border.
Logistics Vulnerability: Low
Cardassia
Tolyok
Galundun
Bajor
Gandei Rethelia
Fiiral
Carnin Quel
Arqueniou
Merfara
-> Ferasa
Suggestions:
* Suggest to the Rethelians that additional defences in Rethelia will be crucial, including reinforced stations around infrastructure.
* Less of a military suggestion, but it would be good to suggest that the FDS help prepare the Seyek for being on the front of an Cardassian-Federation War to help make sure their support is as high as possible.
* Hacitorus will require protection
Tales Har Front
Nature: The most likely vector for a Sydraxian assault, they would use hired Yrillian work crews to supplement their logistics and try to split the Amarkia<->Tellar backbone logistics route.
Exposure: If this becomes cut, everything spinward of Amarkia could be lost.
Logistics Vulnerability: High
Kar Akar
Gretaria 3 Amarkian Colonies
Tales Har
Tiankaria
Hophos III-2
-> Unknown
Suggestion:
Although this is a very low likelihood with recent diplomatic developments, the danger here is so acute we are compelled to mention it.
* Tales Har is the gateway - strong defences can hold them here
* Investing in a backbone of reinforced waystations on the twenty lightyear shipping route between Amarkia and Tellar will help cut down on the risk of corsairs considerably
* Arrange for Starfleet Prospecting to identify more forward places, in the SBZ, that can be established as a defensive hub, which Tales Har can back up.
Dawiar Front
Nature: Not expected to go hot, we believe we can talk the Dawiar down in event of war
Exposure: If this does fail, it would be a problem likely only if Cardassian forces are allowed to pre-position. If not, Dawiar should be able to be collapsed by member forces surging spinwards.
Gabriel Expanse Front
Nature: This is already a free-for-all, but it is likely to become rather a meat grinder.
Exposure: All sides have exposure here, and if the Sydarxians cannot be kept out of any war here, we could find ourselves pinched out of the Expanse.
=============
Federation Industry Breakdown
Feeder Loop:
Route Penalty = 1.25x
(Continued GBZ expansion will increase this penalty due to the distance it must travel to the industrial hubs)
Industry Loop:
Route Penalty = 2x
(+0.1 for Apinae Shipyard)
(-0.1 for Amarkia Critical Industry Expansion)
What follows here is pretty freaking nerdy, you are warned:
An Ideal Engineering Team is 2 Engineering Ships, 2 Freighters, 3 Cargo Ships
I may try to expand that post based on some of the feedback I get. I had to do a bunch of number crunching but 99% of it is of the fire-and-forget kind, so that's fine.
[][WG] Fleet Battle: Simulate an assault on a Starbase - 6pp
-Attack on Grand Hive of Apinae
-Defenders are Starbase, Light Queenship, 2 Stingers
-Attackers are 2 Amarkian Hebrinda-A, 1 Constitution-B (Valiant), 2 Centaur-A [Yukikaze, Zephyr]
EDIT: Wargame vote temporarily suspended due to GM feedback.
[X][ROLES] Do Nothing [2.0x Weighting on this vote]
[X][REPORT] Improving the Cardassian Readiness report
You have the first of Pathe Lathriss' new Defence Readiness reports, an annual thing he plans to implement. It is a bit of an eye-opener, but so far it still has a lot of holes in it that you would like to see fleshed out. He knows that, of course, but trying to introduce a little of the Amarkian approach to preparation into even Starfleet Tactical Command is not an overnight process. You can see this being of great value in the future, however.
Ugh, it all looks really interesting but I gotta jet soon...
Seven possible fronts though - damn we have a huge surface area to defend. Fortunately, Alrizzine Front looks somewhat mutually exclusive with Tales Har Front, and both those fronts and the Dawiar are perhaps unlikely due to diplomacy.
You mean "Starfleet"? Also looks like the Starfleet logistics situation got worse since your last update
Comments on format:
First, I appreciate the engineering team info.
Second, this is like a condensed form of the logistics loop details that you posted previously. Is this going to the new format? Are we going to see the specific bulk cargo and small cargo and route penalties and so forth in future posts?
[X][WG] Fleet Battle: Simulate an assault on a Starbase - 6pp
-Attack on Grand Hive of Apinae
-Defenders are Starbase, Light Queenship, 2 Stingers
-Attackers are 2 Amarkian Hebrinda-A, 1 Constitution-B (Valiant), 2 Centaur-A [Yukikaze, Zephyr]
[X][ROLES] Do Nothing [2.0x Weighting on this vote]
[X][REPORT] Improving the Cardassian Readiness report
Alrizzine Front
Nature: Uncertain, Opposition could be Sydraxians and/or Yrillian mercenaries, however combat may be more likely on a Tales Har front
Exposure: Could devastate the feeder and supply convoys to/from the GBZ
This may not become a front at all, as we suspect from Kar Akar they will be more interested in attacking towards Amarkian space, where taking Tales Har could jeopardise the entirety of Apinae, Indorian, and Seyek space at a stroke. However, if we are not making progress towards Vedaraot, we may wish to open a front directly on Kar Akar.
Tales Har Front
Nature: The most likely vector for a Sydraxian assault, they would use hired Yrillian work crews to supplement their logistics and try to split the Amarkia<->Tellar backbone logistics route.
Exposure: If this becomes cut, everything spinward of Amarkia could be lost.
Everyone's did. I integrated trade load with neighbours into the Trunk Loop, and generally tweaked up the route penalties for Industry. This should be it's finalised form now, I'm pretty comfortable with it.
Second, this is like a condensed form of the logistics loop details that you posted previously. Is this going to the new format? Are we going to see the specific bulk cargo and small cargo and route penalties and so forth in future posts?
Total for Feeder Loop -
Sources - 217s 220b
Minors - n/a
Route Penalty - 1.25
Total x Route Penalty = 272s 275b
Per Bi-Monthly = 46s 46b
4 Freighter, 4 Cargo Ships Assigned
Total for Trunk Loop -
n/a
Total for Industry Loop -
855br/670sr = 134s 171b
Route Penalty - 2
Total x Route Penalty = 268s 342b
Per Bi-Monthly = 45s 57b
5 Freighter 4 Cargo Ships Assigned
Fleet Support Loop -
17 Explorer - 34s
20 Cruiser - 20s
27 Frigate - 14s
23 Auxiliary - 23s
2 Starbases - 10s 10b
8 Outposts - 16s 16b
2 Repair Yards - 10s 10b
Total = 127s 36b
16 Cargo Ships, 1 Freighter Assigned
10 Freighters, 24 Cargo Ships assigned to networks
-6 Freighters, -7 Cargo Ships free for other tasks
Currently having to federalize a large number of cargo vessels
=================================================================
UESPA Logistics Network
(Income 110/60)
Hubs - Sol (25/15), Vega (10/5), New Seoul (10/5), Joburg (5/5) = 50/30 (60/30 remaining)
Sources - Subiaco, Lalande, Motara, Richmond, Arden = 60br, 30sr, 20rp
Targets - 12 Minor Colonies
Industry - Sol, Joburg, New Seoul
Destination - Sol, Alpha Centauri, Vega, Joburg, New Seoul
Trade - Tellar, Rigel, Vulcan, Gaen - 40/40
Total for Feeder Network -
Sources - 50s 60b
Minors - 84s 48b
Total = 134s 108b
Route Penalty - 1.25
Total x Route Penalty = 168s, 135b
Per Bi-Monthly = 28s 23b
2 Freighter, 3 Cargo Ship Assigned
Total for Trunk Network -
Homeworld + 4 Major Worlds - 50s 25b
External Trade - 4 Worlds - 40s 40b
Route Penalty - 1.75
Total x Route Penalty = 158s, 114b
Per Bi-Monthly = 27s 19b
2 Freighter, 3 Cargo Ship Assigned
Total for Industry Network -
110br/60sr = 12s 22b
Route Penalty - 1.75
Total x Route Penalty = 21s 39b
Per Bi-Monthly = 4s 7b
1 Freighter
Fleet Support
1 Explorer - 2s
3 Cruiser - 3s
6 Frigate - 3s
13 Auxiliary - 13s
2 Outpost - 4s 4b
Total = 25s 4b
4 Cargo Ships Assigned
5 Freighter, 10 Cargo Ships assigned to networks
7 Freighter, 13 Cargo Ships free for other purposes
Under 50% of capacity - no strain
(Plenty of Spare Cap for Starfleet)
=================================================================
BDF Logistics Network
(Income 45/45)
Hubs - Betazed (15/15), Onos (10/5)
Sources - Tawxa (20/0), Costaun (10rp), 3rd Mining Colony (0/25)
Targets - Andas (Minor Colony), Lanax (Minor Colony)
Industry - Betazed only
Destination - Betazed, Onos
Trade - Gaen, Earth, Laio
Total for Feeder Network -
Tawxa - 20b
Costaun - 10s
3rd - 25s
Minors - 16s 8b
Total = 51s 28b
Route Penalty = 1 (Min)
Per Bi-Monthly = 9s 5b
1 Frieghter, 1 Cargo Ship Assigned
Total for Trunk Network -
Homeworld + 1 Major World - 20s 10b
External Trade - 3 Worlds - 30s 30b
Route Penalty = 1.1
Total x Route Penalty = 55s 44b
Per Bi-Monthly = 10s 8b
1 Freighter, 1 Cargo Ship Assigned
Industry -
45br/45sr = 9b 9s
Route Penalty = 1 (Min)
Per Bi-Monthly = 2s 2b
1 Cargo Ship Assigned
Fleet Support
3 Cruiser - 3s
8 Frigate - 4s
7 Auxiliary - 7s
2 Outpost - 4s 4b
Total = 18s 4b
3 Cargo Ships Assigned
2 Freighter, 6 Cargo Ship assigned to networks
2 Freighter, 2 Cargo Ship free for other tasks
Only 2 free Cargo Ships - currently contracting Civilian Ships for extra Sm cap
=================================================================
Vulcan High Command Logistics Network
(Income 55/45)
Hubs - Vulcan (20/15), Atatan (10/5), 82 Eridani (15/10), Hagelan (0/0) = 45/30 (10/15 remaining)
Sources - P'Kanath, 3 Others = 10br 15sr, 20rp
Targets - 6 Minor Colonies
Industry - Vulcan, Atatan, 82 Eridani
Destination - Vulcan, Solitude, Atatan, 82 Eridani
Trade - Earth, Andor, Tellar
Total for Feeder Network -
Sources - 35s 10b
Minors - 48s 24b
Route Penalty = 1.2
Total x Route Penalty = 100s 41b
Per Bi-Monthly = 17s 7b
1 Freighter, 2 Cargo Ship Assigned
Total for Trunk Network -
Homeworld + 3 Major Worlds - 40s 20b
External Trade - 3 Worlds - 30b 30s
Route Penalty = 1.25
Total x Route Penalty = 88s 63b
Per Bi-Monthly = 15s 11b
1 Freighter, 2 Cargo Ship Assigned
Total for Industry Network
55br/45sr = 9s 11b
Route Penalty = 1.5
Total x Route Penalty = 14s 17b
Per Bi-Monthly = 3s 3b
1 Freighter Assigned
Fleet Support
5 Cruiser - 5s
8 Frigate - 4s
11 Auxiliary - 11s
2 Outpost - 4s 4b
Total = 24s
3 Cargo Ship Assigned
3 Freighter, 7 Cargo Ships assigned to networks
1 Freighter, 6 Cargo Ships free for other tasks
Above 50% of capacity - mild strain
=================================================================
Andorian Guard Logistics Network
(Income 90/55)
Hubs - Andor (20/10), Landle IV (0/5), Ranford III (0/5), Shrantet III (10/5), Thiak V (10/5) = 40/30 (50/25 remaining)
Sources - Jhaylyk, 3 Others = 25sr, 50br, 20rp
Targets - 8 Minor Colonies
Industry - Andor, Ranford, Jhaylyk
Destination - Andor, Landle, Ranford, Thiak, Shrantet
Trade - Vulcan, Tellar, Ferasa, Risa
Total for Feeder Network
Sources - 45s 50b
Minors - 64s 32b
Total = 109s 82b
Route Penalty = 1 (Min)
Per Bi-Monthly = 19s 14b
1 Freighter, 2 Cargo Ship Assigned
Total for Trunk Network
Homeworld + 4 Major Worlds = 50s 25b
External Trade - 4 Worlds = 40b 40s
Route Penalty = 1.75
Total x Route Penalty = 158s 114b
Per Bi-Monthly = 27s 19b
2 Freighter, 3 Cargo Ships Assigned
Total for Industry Network
90br/55sr = 11s 18b
Route Penalty = 2
Total x Route Penalty = 22s 36b
Per Bi-Monthly = 4s 6b
1 Freighter Assigned
Fleet Support
1 Explorer - 2s
3 Cruiser - 3s
11 Frigate - 6s
16 Auxiliary - 16s
2 Outposts - 4s 4b
Total = 30s 4b
4 Cargo Ships Assigned
4 Freighter 9 Cargo Ships assigned to networks
6 Freighter, 12 Cargo Ships free for other tasks
Under 50% of capacity - no strain
=================================================================
Tellarite State Forces Logistics Network
(Income 95/50)
Hubs - Tellar Prime (20/10), Ord Grind Duk (10/5), Klivvar Proxima (5/5), Lagh Cheg (5/0), Sar Alpha (5/0) = 45/20 (50/30 remaining)
Sources - Tag Kut Mork, Certunn Epsilon, Vurglurk, 2 others = 50br, 30sr, 20rp
Targets - 8 Minor Colonies
Industry - Tellar, Ord Grind Duk
Destination - Tellar Prime, Ord Grind Duk, Lagh Cheg, Klivvar Proxima, Sar Alpha
Trade - Earth, Vulcan, Andor, Amarkia, Orion, Ferasa
Total for Feeder Network -
Sources - 50s 50b
Minors - 64s 32b
Total = 114s 82b
Route Penalty = 1 (Min)
Per Bi-Monthly = 19s 14b
1 Freighter, 2 Cargo Ship Assigned
Total for Trunk Network -
Homeworld + 4 Major Worlds = 50s 25b
External Trade - 6 Worlds = 60s 60b
Route Penalty = 1.5
Total x Route Penalty = 165s 128b
Per Bi-Monthly = 28s 22b
2 Freighter 8s 20b
3 Cargo Ship 24s 6b
32s 26b
Total for Industry Network -
95br/50sr = 10s 19b
Route Penalty = 1.25
Total x Route Penalty = 13s 24b
Per Bi-Monthly = 3s 4b
1 Freighter Assigned
Fleet Support -
1 Explorer - 2s
4 Cruiser - 4s
8 Frigate - 4s
18 Auxiliary - 18s
3 Outpost - 6s 6b
Total = 34s 6b
5 Cargo Ships Assigned
4 Freighters, 10 Cargo Ships assigned to networks
8 Freighters, 13 Cargo Ships free for other tasks
Under 50% of capacity - no strain
=================================================================
Confederacy of Amarkia Logistics Network
(Income 245/220)
Hubs - Amarkia (40/20), Tales Har (20/10), Leas Akaam (20/10), Selindra (20/10) = 100/50 (145/170 remaining)
Sources - Delfriebh, Gaiar Har, Tiankaria = 145br 170sr 20rp
Targets - 10 minor colonies
Industry - Amarkia, Tales Har
Destination - Amarkia, Leas Akaam, Tales Har, Selindra
Trade - Apinae, Indoria, Orion, Tellar
Total for Feeder Network -
Sources = 190s 145b
Minors = 80s 40b
Route Penalty = 1.25 (min)
Total x Route Penalty = 338s 232b
Per Bi-Monthly = 57s 39b
1 Super-Freighter, 3 Freighter, 5 Cargo Ships Assigned
Total for Trunk Network -
Homeworld + 3 Major Worlds = 40s 20b
External Trade - 4 Worlds = 40s 40b
Route Penalty = 1.5
Total x Route Penalty = 120s 90b
Per Bi-Monthly = 20s 15b
1 Super-Freighter, 2 Cargo Ship
Total for Industry Network -
230br 190sr = 38s 46b
Route Penalty = 1.75
Total x Route Penalty = 67s 81b
Per Bi-Monthly = 12s 14b
2 Freighter, 1 Cargo Ship Assigned
Fleet Support -
3 Capital - 6s
6 Cruiser - 6s
14 Frigate - 7s
14 Auxiliary - 14s
Repair Yard - 2s 2b
2 Outpost - 4s 4b
Total = 39s 6b
4 Cargo Ships Assigned
1 Freighter
2 Super Freighter, 6 Freighter, 12 Cargo Ships assigned to networks
2 Super Freighter, 5 Freighter, 5 Cargo Ships free for other tasks
Above 50% capacity - some strain
=================================================================
Caitian Grand Fleet Logistics Network
(Income 75/75)
Hubs - Ferasa (20/10), Merfara (10/5), Ollasa (10/5) = 40/20 (35/55 remaining)
Sources - Harpers Mane, Yashrr, Foshieran, others = 35br 55sr 15rp
Targets - 6 minor colonies
Industry - Ferasa, Merfara, Ollasa
Destination - Ferasa, Merfara, Ollasa
Trade - Orion, Tellar, Andor, Qloath, Risa
Total for Feeder Network -
Source - 60s 35b
Minors - 48s 24b
Route Penalty = 1 (Min)
Per Bi-Monthly = 18s 10b
1 Freighter, 2 Cargo Ships Assigned
Total for Trunk Network -
Homeworld + 2 Major Worlds = 30s 15b
External Trade - 5 Worlds = 50s 50b
Route Penalty = 1.5
Total x Route Penalty = 120s 98b
Per Bi-Monthly = 20s 17b
2 Cargo Ships 16s 4b
2 Freighter 8s 20b
24s 24b
Total for Industry Network
75br/75sr = 15s 15b
Route Penalty = 1.5
Total x Route Penalty = 23s 23b
Per Bi-Monthly = 4s 4b
1 Freighter Assigned
Fleet Support -
5 Capital - 10s
17 Frigate - 9s
9 Auxiliary - 9s
2 Outpost - 4s 4b
Total = 32s 4b
4 Cargo Ships Assigned
0 Super-Freighter, 4 Freighters, 8 Cargo Ships assigned to networks
1 Super-Freighter, 2 Freighters, 11 Cargo Ships free for other tasks
Under 50% capacity - no strain
=================================================================
Rigel Defence Force Logistics Network
(Income 80/50)
Hubs - Rigel (20/10), Welleck (10/5), Abadan (5/5), Laudon (5/5) = 40/25 (40/25 remaining)
Sources - = 40br 25sr 15rp
Targets - 8 minor colonies
Industry - Rigel, Welleck
Destination - Rigel, Welleck
Trade - Okatha*, Earth, Tauni, Laio, Licori
Total for Feeder Network -
Source - 40s 40b
Minors - 64s 32b
Route Penalty = 1.25
Total x Route Penalty = 130s 90b
Per Bi-Monthly = 22s 15b
2 Freighter, 2 Cargo Ship Assigned
Total for Trunk Network -
Homeworld + 3 Major Worlds = 40s 20b
External Trade - 5 World (1*) = 60s 60b
Route Penalty = 1.75
Total x Route Penalty = 175s 140b
Per Bi-Monthly = 30s 24b
1 Super-Freighter 6s 20b
2 Freighter 8s 20b
2 Cargo Ship 16s 4b
30s 44b
Total for Industry Network -
80br/50sr = 10s 16b
Route Penalty = 1.5
Total x Route Penalty = 15s 24b
Per Bi-Monthly = 3s 4b
1 Freighter Assigned
Fleet Support -
2 Capital = 4s
6 Cruiser = 6s
9 Frigate = 5s
13 Auxiliary = 13s
4 Outposts = 8s 8b
Total = 36s 8b
1 Freighter 4s 10b
4 Cargo Ships 32s 8b
When was the last time you saw a Starbase in action? They've been at that level for a while now, but there hasn't been a fight. They don't take all that supply for nothing, after all.
[X][WG] Fleet Battle: Simulate an assault on a Starbase - 6pp
-Attack on Grand Hive of Apinae
-Defenders are Starbase, Light Queenship, 2 Stingers
-Attackers are 2 Amarkian Hebrinda-A, 1 Constitution-B (Valiant), 2 Centaur-A [Yukikaze, Zephyr]
Huh. I'd like to find out what it would take to force past a Starbase, but on the other hand I'm reluctant to spend double-digit pp for a wargame to do it.
It means this report was on going to war with Cardassia and its allies. If you prefer, next report could be on a war with the Romulans or whomever you'd pick.
Huh. I'd like to find out what it would take to force past a Starbase, but on the other hand I'm reluctant to spend double-digit pp for a wargame to do it.
Starfleet Intel: "You get me the Hummingbird and it'll take two days, me, a good thermos full of antimatter, and some science that'll cross your eyes. That'll get you past your Starbase."
Starfleet Intel: "You get me the Hummingbird and it'll take two days, me, a good thermos full of antimatter, and some science that'll cross your eyes. That'll get you past your Starbase."
Starfleet Intel: "You get me the Hummingbird and it'll take two days, me, a good thermos full of antimatter, and some science that'll cross your eyes. That'll get you past your Starbase."
I don't understand why people are surprised by starbase stats being moderately higher than outposts'? I find them surprisingly low compared to outposts and highly wasteful considering they are so much more expensive. A starbase takes as much effort as multiple outposts and is barely twice as strong, less so if you take tech into account. From now on I'll advocate against building any more of them beyond the first in a sector and in orbit around threatened homeworlds.
I wonder whether we may have to bite the bullet and update the Combat Escort requirements. There seems to be a lot of desire for a new Combat Frigate, and I agree, but last I heard keeping SR below 60 is just not feasible.
(I am not conversant with Ship Design, so correct me if I am wrong.)
... We really need to start building more prospectors to deal with the glut of mining opportunities in Gabriel before the Cardassians do. Quick question, what are the costs required to build prospectors, because if they are BR intensive, than we should be able to build a large amount of them?