How are we doing on Crew surplus right now?

We could definitely use a bigger Officer surplus. Enlisted gets a bit low at times. We have Techs coming out of our ears.

The current build plans account for this, but if we have some bad fights and take heavy causalities in the O/E brackets, we are going to have problems...
 
Last edited:
We could definitely use a bigger Officer surplus. Enlisted gets a bit low at times. We have Techs coming out of our ears.

The current build plans account for this, but if we have some bad fights and take heavy causalities in the O/E brackets, we are going to have problems...
Depends whether the causalities are grandfather paradoxes or time-clones, I'd think.
 
It looks like from your list that we need to build a couple of research colonies or better to increase our RP. If we get the chance we should do exactly that along side the Berths and Academy expansions.

We build research colonies pretty much every chance we get. We haven't found any since last year, but we have one completing 2318 and in 2319 we finish a tech that will give us another 30RP a turn. RP wise, we're doing well.
 
This isn't "theory", we know that the Gaeni, Caitians and Rigellians all choose to use superfreighters for their engineering teams, despite having more than enough spare freighters to use instead. If anything there seems to be a slight preference towards it, of 5 member teams that could use superfreighters 3 actually do.
Interesting. Adding this factoid with Engineering teams needing a million tons of ship to house them (currently using two Engineering Rangers), what if we combined these two facts and made our next Engineering ship based off the Ambassador? It's three million tons, and the Engineering Team can stay in the Saucer section, and then use the Stardrive Section as a Super Freighter once they're on site. And being based on a modern Explorer, it will have enough defense and toughness to discourage raiding attacks, letting them operate in contested areas like the GBZ or battlezones.

So, @OneirosTheWriter, what do you think?
 
I think the engineering section requires much more of the machinery needed to make a starship functional and capable of warp travel, like the power plant and nacelles. Whereas you can put pretty much anything you want in the saucer, so it makes more sense to put huge cargo bays in the saucer than in the engineering hull unless you have a bulky, oversized engineering hull.

A massive engineering ship that enables "one-stop shopping" might work, but I can think of good reasons not to do it. It decreases flexibility, for one- with a team of engineering ships, work can get done if any one ship has a problem and can't work for a little while. With a single ship, not so much. Furthermore, there's no possibility of easily replenishing the team if one ship is lost in an attack, though this may be compensated for by the sheer size of the engineering megaship discouraging such attacks.
 
The last time someone asked if the Engineering Teams wanted new ship designs, the response was pretty much they are fine with the current design.

Hospital ships needed more room, faster ftl and updated facilties, so the change to a 1mt cruiser hull was good for them, but if the Engineers are happy with what they have ... *shrug*

And the argument of making them faster doesn't really apply, as they are limited by their attached cargo ships low speed engines anyway.
 
Last edited:
Well, in theory if we could fit all the cargo space AND the engineering equipment inside a single ship with a military-grade warp drive it would be nice, buuut...

Thing is, engineering ships don't have to hurry. They're going to spend weeks, months, or even years working on their tasks anyway. There's no rush to get there a week faster, most of the time. Hospital ships, on the other hand, have a lot of time-critical tasks where showing up a week early could save thousands of lives. So, there it is.
 
Engineering Teams are currently split between two Rangers.

That is not an efficient setup, and they need at least a Rennie version to put them all on one ship.

And as far as the Stardrive section not being big enough, we can build up to 3.3 million tons in a 3 MT berth now, so we can plump the Stardrive section up enough to serve as a decent Super Freighter, even if it may not carry quite as much.

"No need for hurry"? Sure, we can take all the time in the world during a SoE, so what if that outpost takes an extra month, or those minefields won't be finished until a week after the battle, it's all good.
 
As I said, the last time it was asked, the Engineers where pretty un-excited about new ships. If they don't want it, we cannot really force it on them.

Maybe they have changed their minds, maybe if we give Aux a Vice Admiral position then we can argue with them about their needs.

And maybe they genuinely have absolutely no need for a new design and know the current one and how to use it break physics like the back of their hands.
 
Exactly.

Engineering Teams are currently split between two Rangers.

That is not an efficient setup...
Why not, exactly? Why is it a bad thing to have two ships that share work? For tasks like laying a minefield or setting up a network of sensor outposts it would seem to be virtually ideal; it's hard to imagine one ship doing that sort of thing faster than two. Two ships enable you to make arrangements like "ship one, go collect the minerals we need to make concrete out of in-system resources; ship two, your teams will continue work on assembling the structural girders."

One ship, no matter how capable, can only be in one place, doing one thing, at one time. The fact that it has twice as many resources to work on any single task does not automatically mean it can perform all tasks twice as quickly, especially tasks that may require coordination or actions taken in different physical places at once.

I am reminded of a joke about trying to arrange to have a baby born in one month by having nine women working on the job...

And as far as the Stardrive section not being big enough, we can build up to 3.3 million tons in a 3 MT berth now, so we can plump the Stardrive section up enough to serve as a decent Super Freighter, even if it may not carry quite as much.
Uh... you kind of missed my point, which is that it makes a lot more sense to put stuff in the saucer. Plump up the saucer if you have to, but trying to block out lots of space for cargo and other stuff in the engineering section is just going to reduce your parts and design commonality with the ship class you're basing the design off of.

"No need for hurry"? Sure, we can take all the time in the world during a SoE, so what if that outpost takes an extra month, or those minefields won't be finished until a week after the battle, it's all good.
[sighs]

Engineering ships do vast amounts of extremely important work during peacetime, and their designs are inevitably going to be configured heavily around peacetime needs. An Ambassador-based engineering ship designed for 'one stop shopping' is going to be an extremely expensive investment in peacetime. Its upkeep costs are likely to be as high or higher than an entire squadron of more ordinary ships, and while we don't pay upkeep costs mechanically, it's worth thinking about them when making decisions that we intend to make realistic sense.

And while this great investment MAY pay off in wartime by having some critical installation be completed just barely in time to defend against an enemy attack... then again, it might very well not. Think about all the engineering ship work we did in the Licori War. None of it turned out to matter very much. We may sow minefields, only for them to not detonate and blow up any ships for months. We may finish fortifications that are never attacked- and sure, they deter attacks, but the incremental advantage of such a fort being done a month earlier is relatively narrow.

It's not that getting your engineering team to the scene of a task has literally zero importance. It's that the advantage of doing so is rather small, to the point where one might honestly prefer having five cheap but slow-moving engineering teams over having four expensive but fast-moving teams. Because the ability to do five construction projects in parallel, rather than four, is more important and saves more time in the long run than the ability to transit from one project to the next faster.
 
We can come up with many reason why one or two hulls on the task are better.

Another argument for two hulls that came to me on way to the train station, is if a lot of the work is done via carefully manipulating opposing tractor beams, then one ship just isn't going to be efficient.
 
2316.Q4 - GBZ
Admiral Sulu,

The Cardassians have regathered their enthusiasm for reaching Sydraxian space. Commodore ka'Sharren has reported brief encounters with Cardassian forces on four occasions, though never proceeding to the loss of shields. We are left with a somewhat classical defender's dilemma, in which we either spread out to ensure that they are not by-passing our positions and run the risk of being defeated in detail, or consolidate and run the risk of being by-passed. Therefore, I intend to attack.

In other news, the Apiata have given a proper name to the 2 Dorsata site, naming the system Apruzza, which I am told is a term indicating the regrowth of "spring" among those planets which have a winter-time.


Sincerely,
Rear Admiral T'Lorel
Sector Command, Gabriel Border Zone

========================

Ongoing Projects

Starfleet Engineering Team - Joining mining colony work - ETC 2316.Q4
---Outpost I Established in orbit around 41 Miele IV on 2316.Q2
Starfleet Colony Team - Building mining colony on 41 Miele IV - ETC 2316.Q4
[41 Miele IV Mine Colony complete, 25 (30) br/yr gain]
[Planning to work on 29 Miele V SR Mine Next]

Amarkian Engineering Team - Participating in mining colony on 10 Miele - ETC 2317.Q2
Amarkian Colony Team - Building mining colony on 10 Miele - ETC 2317.Q2
[Outpost I constructed at 10 Miele]

Apiata Workerbee Team - Developing Mining Colony on Apruzza IX - ETC 2317.Q3
Apiata Colony Team - Developing Mining Colony on Apruzza IX - ETC 2317.Q3
-Apiata Task Force- Defending Apruzza (33 Dorsata)
[Apiata Mining colony on 2 Dorsata is operational]

Prospecting
Key: (This Quarter / Last Quarter / Next Quarter) - Results of Last Quarter

Starfleet:
USS Nicholas Barton, NCC-632, Prospector (34 Baker / 21 Baker / -) - 21 Baker, boring wash
USS Somak, NCC-635, Prospector (- / - / - ) - Returned to Collie Outpost

Others:
Forager Trinzzi, NCC-3304 (- / - / -) - Holding
Forager Onzala, NCC-3302 (- / - / -) - Holding

CAS Ipoor, Prospector (- / - / -) - Holding

CSS Narhana, Prospector (23 Firefly / 44 Firefly / 5 Firefly) - 44 Firefly III-1, 44 Firefly V, resource pickups, 15br+10sr

[Miele Subsector/Subsector 1e is now fully explored]

Known Systems of Interest

Colonised:
Collie (Starfleet)
41 Miele IV (Starfleet)
Sguirri (Apinae)
Tal Hanar (Amarkia)
Apruzza [2 Dorsata] (Apiata), 2x25br/yr mine <-- only 1 mine built thus far

Claimed:
(Starfleet) 41 Miele II, Class L habitable planet, 41 Miele IV Class C frozen rock with 25br/yr mine potential
(Amarkia) 3 Miele VI, 35br/yr mine
(Starfleet) 29 Baker II 15br/yr mine, 29 Baker V 10sr/yr, minor colony potential
(Amarkia) 10 Miele V, Class M Planet, 15br & 15sr/yr, 10 Miele II-3 Class M moon, 10br & 15sr/yr, 2 planets with ancient ruins
(Apiata) 33 Dorsata III - Class G minor colony, 20sr/yr
(Apiata) 33 Dorsata XI - Class T Gas Giant, 30sr/yr

Unclaimed:
11 Dorsata - 25br/yr mine and 15br/yr mine available
19 Dorsata II - 10sr/yr mine site, small interest
31 Miele V-3 - 5rp/yr research colony site, difficult terrain, minor interest
38 Miele VII - Research Colony site
21 Dorsata IV - Asteroid Belt, 35br/yr mine site
30 Dorsata VI - 35br/yr mine site on 30 Dorsata VI (Class K colony option on 30 Dorsata III)
42 Miele V - Class M 10br & 10sr/yr

========================

The Gabriel Sector


Starfleet Status: Normal (Can travel 1 Sq Length per 2 Weeks)
Starfleet Status within GBZ: High Alert (Can travel 1 Sq Length per Week)
Federation Status: Normal

UESPA: Normal
VHC: Normal
TSF: Normal
AG: High Alert (Caldonia Peacekeeping Op)
Amarkia: Normal
Caitian: High Alert (Hishmeri)
Apiata: Normal
Indoria: Normal
Orion: Normal
Rigel: Normal
BDF: Normal
Caldonia: Normal
Risa: Minimally Chill (Hishmeri)
Gaen: Normal
Seyek: High Alert (Plague Pandemic)
Qloath: High Alert (Hishmeri)
Honiani: Normal
Tauni: High Alert (Horizon)

Sector Command Staff

Sector Commander: Rear Admiral T'Lorel
Task Force 1: Commodore Jessica Rivers
Task Force 2: Commodore
Task Force 3: Commodore Nash ka'Sharren
Auxiliary: Commodore Alejandro Suarez
Apiata TF: High Queen Nerzizza
Amarki TF: Admiral Galen Toor
Caitian TF: Admirall N'shrr Anara

Commander, Collie Outpost: Commander Iftie Torbiebh
Commander, Collie Repair Yard: Captain -
-Superintendent, Berth A, Commander -
-Superintendent, Berth B, Commander -
Commander, Sguirri Outpost: Queen Pimizzieda
Commander, Tal Hanar Outpost: Commander


Commander, Starfleet Medical assets: Captain -
Commander, Starfleet Engineering assets: Commodore -
Director, Starfleet Logistics assets: Captain -
Director, Starfleet Colony assets: Commodore
Others TBD

Additional Personnel:
Collie Mining Colony Administrator:
Sguirri Mining Colony Administrator:
Tal Hanar Mining Colony Administrator:

FBS Embedded Reporter -
FNN Embedded Reporter -
High Comb Times Embedded Reporter -

Rear Admiral T'Lorel
Current Posting: Pending
Rule-Abiding: Medium
Aggression: Medium
Nerve: High
Diplomacy: High
Politics: Medium

Commodore Nash ka'Sharren
Current Posting: Commander, Task Force 6
Rule-Abiding: Low
Aggression: High
Nerve: High
Diplomacy: High
Politics: Medium

Commodore Jessica Rivers
Current Posting: Commander, Task Force 1
Rule-Abiding: Medium
Aggression: Medium
Nerve: High
Diplomacy: Medium
Politics: Medium

Commodore Revak
Current Posting: Commander, Task Force 2
Rule-Abiding: Medium
Aggression: Low
Nerve: Medium
Diplomacy: Medium
Politics: High

Commodore Alejandro Suarez
Expanded Field Repair capacity
Current Posting: Auxiliary Command, GBZ Sector Fleet
Rule-Abiding: High
Aggression: Low
Nerve: Medium
Diplomacy: Low
Politics: High

High Queen Nerzizza
Current Posting: Commander, Apiata Gabriel Fleet
Rule-Abiding: Medium
Aggression: High
Nerve: High
Diplomacy: Low
Politics: Medium

Admiral Galen Toor
Current Posting: Commander, Amarkian Gabriel Fleet
Rule-Abiding: High
Aggression: Medium
Nerve: Medium
Diplomacy:Medium
Politics: High
The man who led the Amarkian response to Syndicate slaving raids in Amarkian Space.

Admiral N'shrr Anara
Current Posting: Commander, Task Force Gabriel, Caitian Grand Fleet / Task Force 7, Gabriel Border Zone
Rule-Abiding: Medium
Aggression: Low
Nerve: Medium
Diplomacy: Medium
Politics: High

Sector Details
Roughly encompasses area from 4h to 1e, with outcroppings, with space above and below this plane
~15 Squares worth, each of which contains a few dozen stars, of which a quarter will have planets and other items of interest
Each power is accessing the sector from a different direction. Your staff will be attempting to surge out, claim, then retain space. Keeping a safe route for logistics for stations and nascent colonies will be important.
To start with, your commanders will have Starfleet assets and Starfleet auxiliaries. They will begin to ask for other resources, and you will be empowered by Acts of Council to pick and choose who you use to contribute.

Current Sector Policy Settings
Green Light = Fully Allowed, Red Light = Fully Denied, Yellow Light = Proceed on Own Recognizance

----

Apiata Fleet & Auxiliary GBZ Access - Green Light
Amarki Fleet & Auxiliary GBZ Access - Green Light
All Member World - Fleet Unit GBZ Access - Red Light
All Member World - Auxiliary GBZ Access - Red Light

Expansion - Green Light
Infrastructure Building - Yellow Light
Mining Colony Building - Yellow Light
Civilian Colony Building - Red Light

Assault on Entry Worlds - Yellow Light
Assault on Link to Entry Worlds - Red Light
Attack Opposing Auxiliary Shipping - Yellow Light

Attack Cardassian Claims - Yellow Light
Attack Sydraxian Claims - Yellow Light
Attack Dylaarian Claims - Red Light

Pursuit into Cardassian Space - Red Light
Pursuit into Dylaarian Space - Red Light
Pursuit into Sydraxite Space - Red Light

The Competitors

The United Federation of Planets
Entry Point into GBZ:
Delzarr (0f) <-> Collie (1f)

Capital to Frontier Supply Chain
Sol <-> Tellar Prime <-> Amarkia <-> Leas Akaam <-> Apinae <-> Delzarr

Current GBZ Network
Collie (1f) <-> Sguirri (1f)
Collie (1f) <-> Bean's Star (1f)
Sguirri (1f) <-> Apruzza (1g)
Bean's Star (1f) <-> Tal Hanar (1e)
Bean's Star (1f) <-> 41 Miele IV (1e)

The Cardassian Union
Entry Point into GBZ:
Aranyak (1h) <-> 67 Gabriel (2h)

Capital to Frontier Supply Chain
Cardassia <-> Vedarot <-> Karadoc <-> Aranyak (1h)

Current GBZ Network
67 Gabriel (2h) <-> ???

The Sydraxian Hierarchy
Entry Point into GBZ:
Moskar(2e) <-> Deva (2e)
Moskar (2e) <-> ???

Capital to Frontier Supply Chain
Borandt/Dar Nakar <-> Nax Degar <-> Moskar (2e)

Current GBZ Network
Deva (2e) <-> -none-

Have effectively collapsed.

The Dylaarian Federation
Entry Point into GBZ:
Lydantic (5i) <-> Legei (4h)

Capital to Frontier Supply Chain
Dylaaria <-> Lydantic

Current GBZ Network
Legei (4h) <-> ???

Starfleet Assets supporting GBZ

Main Fleet
Fleet Commander, Rear Admiral Rachel Ainsworth

Task Force 1, Commodore Jessica Rivers
-USS Sojourner, NCC-2010, Excelsior-A **
-USS Epiphany, NCC-2603, Renaissance
-USS Exeter, NCC-1744, Constitution-B **
-USS T'Kumbra, NCC-1659 Miranda-A, Captain -
-USS Agile, NCC-1632, Miranda-A, Captain Stol
-USS Firefly, NCC-1667, Miranda-A

Task Force 2, Commodore Revak
-USS Saratoga, NCC-1745, Constitution-B, Captain -
-USS Enlightenment, NCC-2604, Constitution-B, Captain -
-USS Bantam, NCC-1634, Miranda-A, Captain -
-USS Clarion, NCC-1663, Miranda-A, Captain Demari Iekn
-USS Intrepid, NCC-1657, Miranda-A
-USS Eketha, NCC-1655, Miranda-A, Captain Rebecca St-James

Task Force 6, Commodore Nash ka'Sharren
-USS Renaissance, NCC-2601, Renaissance
-USS Insight, NCC-2605, Renaissance
-USS Republic, NCC-1743, Constitution-B, Captain -
-USS Fidelity, NCC-1634, Miranda-A, Captain Thomas Oriskany
-USS Bon Vivant, NCC-1621, Miranda-A, Captain Shurg kap Klasch
-USS Shield, NCC-1661, Miranda-A, Captain -
-USS Eclipse, NCC-1666, Miranda-A,

Task Force 3, High Queen Nerzizza
-Light Queenship Telzziadriz, NCC-3103
-Stinger Gerzzi, NCC-3202
-Stinger Triada, NCC-3201
-Light Queenship Pollizazza, NCC-3104
-Stinger Grizzi, NCC-3205
-Stinger Fozarri, NCC-3204
-Forager Trinzzi, NCC-3304
-Forager Onzala, NCC-3302

Task Force 4, Admiral Galen Toor
-CAS Abhriec, NCC-2203, Riala
-CAS Hebrinda, NCC-2402, Hebrinda-A (C5 S2 H3 L5 P3 D4)
-CAS Hilindia, NCC-2403, Hebrinda-A
-CAS Atorfroil, NCC-2304, Brieca
-CAS Icafroil, NCC-2302, Brieca

Task Force 5
-CAS Ilotraia, NCC-2121, Centaur-A
-CAS Tamac, NCC-2306, Calac
-CAS Socac, NCC-2307, Calac

-CAS Ipoor, Prospector

Task Force 7, Admiral N'shrr Anara
-CSS Horfa,Nirfari-class Fathership, NCC-2702
-4 Mishir-class Modern Swarmers, NCC-28xx

Damaged

--

Auxilary Forces
-Home Stationed at Delzarr
-- Starfleet Engineering Command
--- USS Atlas, NCC-845, Engineering Ship - Supporting Outpost Build
--- USS Titan, NCC-844, Engineering Ship - Supporting Outpost Build
-- Starfleet Medical Command
--- USS Grace, NCC-747, Hospital Ship
-- Starfleet Tactical Command
--- Runabout Squadron 5 (Tactical Recon Squadron) - Out Exploring
-- Starfleet Logistics Command
--- USS Sidok, NCC-381, Freighter - Supporting Outpost Build
--- USS Shri sh'Kannath, NCC-385, Freighter - Supporting Outpost Build
--- USS Rawhide, NCC-388, Freighter- Supporting Outpost Build
--- USS Vega Maru, NCC-391, Freighter- Supporting Outpost Build
--- USS Yagok, NCC-473, Cargo Ship - Supporting Upkeep
--- USS Luna Maru, NCC-475, Cargo Ship - Performing Upkeep
--- USS Pikri, NCC-478, Cargo Ship
--- USS Kalakandor, NCC-481, Cargo Ship - Supporting Outpost Build
--- USS Nikona, NCC-3701, Cargo Ship -
--- USS Eridani Sunrise, NCC-3702, Cargo Ship -
-- Starfleet Colony Command
--- USS Nicholas Barton, NCC-632, Prospector - Exploring Subsector 2e
--- USS Somak, NCC-635, Prospector - Exploring Subsector 1e
--- USS Altathyk, NCC-904, Colony Ship
--- USS Trailblazer, NCC-905, Colony Ship
-- Starfleet Intelligence Command
--- SS Appleseed, NC-2653, Civilian Ship

-- Apiata, Home Stationed at Delzarr
--- Bumblebee 1 - Performing Upkeep
--- Bumblebee 2 - Servicing Sguirri XI Trade
--- Bumblebee 3 - Servicing Sguirri XI Trade
--- Bumblebee 4
--- Bumblebee 5
--- Bumblebee 6
--- Worker Bee 1
--- Worker Bee 2
--- Worker Bee 3
--- Worker Bee 4
--- Hasilla, Colony Ship

-- Amarkia, Home Stationed at Tal Hanar
--- Cargo Ship 1
--- Cargo Ship 2
--- Cargo Ship 3
--- Freighter 1
--- Freighter 2
--- Passenger
--- Colony Ship
--- Prospector
--- Engineering
--- Super-Freighter

-- Caitians, Home Stationed at Delzarr
--- Cargo Ship 1
--- Cargo Ship 2
--- Cargo Ship 3
--- Freighter 1
--- Passenger
--- Colony Ship
--- Prospector
--- Engineering

Engineering Ships = Build and Repair Facilities
Hospital Ships = Allow responses to medical distress calls without tying down your Excelsiors
Freighter/Cargo Ships = Supply
Prospectors = Required to prepare for Colony creation
Colony Ship = Required to deliver colonists
Passenger = Required for evacuations, and major colonies
Civilian = Can be set for a number of tasks.

Logistics
Example Requirements:
1 Sm per four Auxiliaries deployed
1 Sm per two Escort assigned
1 Sm per Cruiser assigned
2 Sm per Explorer assigned
1 Sm, 1 Blk per Station
2 Sm, 2 Blk per Outpost
5 Sm, 5 Blk per Starbase
Colony: Varies

Current Requirements:
1 Station (Collie) - 1S 1B
1 Station (Bean's Star) - 1S 1B
1 Outpost - 41 Miele - 2S 2B
3 Reinforced Outposts (Sguirri, Collie) - 9S 9B
1 Outpost (31 Miele) - 2S 2B
3 Mining Colony - 3S 6B
4 Explorer - 4S
4 Cruiser - 4S
8 Escort - 2S
7 Auxiliary in action - 2S

15 raw br, 25 raw sr from Collie Mining Colony - 15b/yr, 25s/yr - 25S 15B, handled as part of regular infrastructure

Apiata - 8S, 5b
50 raw br from Sguirri XI Mining Complex - 50b/yr, 1 Bumblebee (swapping Sm-0.5Bk) trip /month - Handled as part of regular infrastructure

Amarkia - 7s

13 Small, 1 Bulk Cargo
Apiata - 9 Small Cargo, 2 Bulk Cargo - Two Bumblebees atached
Amarkia - 7 Small Cargo

Total Available:
40 Small, 48 Bulk Cargo Capacity in regular Cargo/Freighter ships
48 Small, 12 Bulk Cargo Capacity in Bumblebees
36 Small, 46 Bulk Cargo Capacity in Amarkia

Assigned:
USS Yagok, USS Luna Maru - Upkeep
Bumblebee 3 (2 servicing Sguirri XI)

Starfleet Sector Infrastructure supporting GBZ

"Critical" - One of very few (or even only one) of its given type of infrastructure within Starfleet's control, the loss of which will cause major loss of function
"Key" - Important assets, the loss of which will impair functions for Starfleet


GBZ
- Collie (1f) - Rein. Outpost, Repair Yard (2x1mt), Critical Logistics Station, BR Mining Colony (+15br), SR Mining Colony (+25sr), Minefields
- Sguirri (1f) - Rein. Outpost, Mining Station, BR Mining Colony (+50br)
- Bean's Star (1f) - Station
- Tal Hanar (1e) - Rein. Outpost, Repair Yard (1x1mt), BR Mining Colony (+15br/yr), SR Mining Colony (+30sr/yr)
- 41 Miele (1e) - Outpost, BR Mining Colony, 25 (35) br/yr
- Apruzza (1g) - Station, [Mining Colony]

Apinae Sector
- Apinae (-1e) - Starbase 11 [Apinae], Shipyard, Critical Resource Hub
- Alrizzine (0e) - Outpost, Shipyard
- Delzarr (0f) - Mining Facility, Key Logistics Station, [Advanced Staging Area]

[ ] = Under Construction

Member World Assets in Sector

United Earth Space Probe Agency
-

Vulcan High Command
-

Andor Guard
-

Tellarite State Forces
-

Amarki Confederacy Fleet
1 Riala
2 Hebrinda-A
1 Centaur-A
2 Brieca
2 Calac

3 Cargo, 2 Freighter, 1 Colony+Engineer+Prospector+Passenger
1 Super-Freighter

Betazoid Defence Force
-

Caitian Grand Fleet
1 Fathership
4 Swarmers

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

None as of Yet
 
Figures that we'd go on the attack just after we drew down on the GBZ force, in the first year in a while where we didn't get a tactical report.
 
I had to resist an urge to burst out laughing at the planned response - on a crowded train.

Best case - the Syndraxians are firmly kept out of Cardassian hands. Worst case, we need new ships and are flanked again.
 
EOY - 2316
End of Year Report Card - 2316

Starting Resources
1248 Bulk Resources
638 Special Resources
394 Political Will
295 Research Points

Starting Personnel Pool
Standard Starfleet: 12.35 Officer, 20.7 Enlisted, 28 Techs
Explorer Corps: 13.75 Officer, 13.5 Enlisted, 13.95 Techs

Spent During the Year
Expenditure
1220 Bulk Industrial Resources
830 Special Industrial Resources
481 Political Will
298 Research Points

Casualties
Standard: None
Explorer: 1 Technician

Career Casualties
Standard: 28 Officer, 36 Enlisted, 30 Technician
Explorer: 6 Officer, 9 Enlisted, 9 Technician

2 Excelsior, 1 Constellation, 2 Centaur, 3 Miranda, 1 Oberth
(1 Miranda recovered, 1 lost)

Gained During the Year

Political Rewards
25pp, 10rp from Gaeni Ratification

-



USS Courageous
----

+55pp
+10rp

Met new Major Power, the ISC
Improved relations with ISC
Met new Major Power, the Harmony of Horizon

+25 with Tauni

Damaged, -1T, 1Qtr repair, -30br, -10sr

Oversaw Gaeni Ratification


USS Sarek
----


UNDERGOING REFIT TO EXCELSIOR-A

USS S'harien
----

+5rp

+30sr
+35br

New Species: Hishmeri Septs, 50/100 starting

Mission failed, -10pp, -10 relations with Qloathi, however, dire consequences averted


USS Stargazer
----

+30rp

Avoided Battle
Something about a database?


USS Odyssey
----

+60pp

+25 with Caldonia

Saves major summit
Massive reduction in Caldonian tensions

Paved way for Federation peacekeepers
Extremely successful year assigned to Caldonia virtually guarantees successful resolution of crisis

USS Atuin
----

+5pp
+10rp

+25 Relations with Risa

Met new species - the Lamarck, 50/100

-10pp for botched Pre-Warp contact
Met Pre-Warp species - the Ataami


USS Voshov
----

+20rp
+10pp

+5 Relations with all Affiliates


Other Ships
----

USS Avandar - +10pp, +20sr, gain +25 with Yan-Ros, +25 with Honiani
USS Blizzard -
USS Bull - +1 Crew Rating, +15pp
USS Calypso -
USS Challorn -
USS Cheron - +15pp, +5rp, +25 with Sydraxians, political football encountered
USS Cloudburst -
USS Defiant -
USS Docana - +25pp, New Colony Option, Acacia V, 5rp/yr, Klingons and Romulans reassured
USS Dryad -
USS Eketha -
USS Endurance - +10pp, +25br, +25 relations with Orion
USS Excelsior -
USS Gale - +5pp
USS Hawking -
USS Hood - +10pp, +25 with Caldonians
USS Huascar - +15sr, +5pp
USS Inspire -
USS Kearsage - +20rp
USS Lightning - +30br
USS Pathfinder - +5rp/yr, +20sr
USS Renaissance - +10rp, +25br, Experience gained
USS Rru'adorr - Destruction of remaining House Kortennon assets, +25 with Gaen (no effect), +25 with Ked Paddah, +10 with Licori
USS Salnas - +25 with Seyek
USS Sappho - +25pp, +1 to Odyssey's rolls this year
USS Selaya - +25br, +10pp, +15br/yr +25 relations with Honiani
USS Sojourner -
USS Stalwart - +5pp, gain +25 relations with Tauni
USS Suvek -
USS Thirishar - Conflict with Romulans and Klingons avoided, use of Federation space for attacks deterred, gain +10pp, 200 Klingon crew interned by the Federation, to be held at Tipperary, +1 Crew Rating
USS Thunderhead -
USS T'Mir - +5pp, +15rp, gain +25 relations with Seyek, +3 to Endurance event roll
USS Torbriel -
USS Valiant - +10pp
USS Vigour -
USS Winterwind -
USS Yukikaze -
USS Zephyr - Gain +1 Crew Rating, respect of all sides of Sydraxian in-fighting, +15pp

Ships Lost

None

Ships Damaged
USS Courageous, Excelsior-A

Ships Scrapped
None

Ships Laid Down
2 Ambassador Prototype
1 Excelsior-A Refit
2 Constellation-A Refit
2 Miranda-A Refit

Ships Crewed
2 Excelsior (1 EC)
1 Renaissance
1 Miranda-A

Ship Commissioned
USS Eclipse, NCC-1666, Miranda-A
USS Firefly, NCC-1667, Miranda-A
USS Epiphany, NCC-2603, Renaissance
USS Enlightenment, NCC-2604, Renaissance
USS Insight, NCC-2605, Renaissance


Repair and Refit - USS Endurance, NCC-2007, Excelsior-A
Repair and Refit - USS Sojourner, NCC-2022, Excelsior-A

Starfleet Prospector, NCC-642

Final Stockpile with Annual Income
1248 - 1220 + 495 + 965 = 1488 Bulk Resources
638 - 830 + 365 + 700 = 873 Special Resources
394 - 481 + 335 + 124 = 372 Political Will
295 - 298 + 155 + 213 = 365 Research Points

New Personnel Pool
Standard Starfleet:
12.35 - 10 + 0 + 16.4 = 18.75 Officer
20.7 - 12 + 0 + 20.1 = 28.8 Enlisted
28 - 9 + 0 + 21.2 = 40.2 Techs

Explorer Corps:
13.75 - 6 + 0 + 3.75 = 11.5 Officer
13.5 - 5 + 0 + 3.2 = 11.7 Enlisted
13.95 - 6 + 0 + 2.95 = 10.9 Techs

Standard Starfleet: 18.75 Officer, 28.8 Enlisted, 40.2 Techs
Explorer Corps: 11.5 Officer, 11.7 Enlisted, 10.9 Techs
 
To be honest, 'if you can't win make the other guy bleed too much for it to be worth the effort' is a good decision to make, if you can make him bleed too much.
Yeah, but it's kind of exasperating to have this happen right when we're having to draw down the Gabriel Expanse forces.

It could be worse, though, we could have pulled out a lot MORE ships to chase the Hishmeri away...

Just phaser them from orbit
How do you say "T'Lorel" in Cardassian, because I get the feeling we're about to find out what happens when two people orbitalphaserstrike each other at the same time...?

I am SO grateful to @OneirosTheWriter for adop...

EDIT:

...TING the 'Minimum Chill' usage.
 
Last edited:
Back
Top