Given this current grappling with roles would there be interest in a Snakepit option to conduct a "sweeping review" (ie to null all roles and define anew)?
Maybe later, but not now. The current list of roles mostly give us the ships we actually want and think we need to build. The thread as a whole has been happy with the idea of a list of ship classes "for the 2320s" that looks like:

Ambassador, Renaissance, Kepler, [Combat Frigate]

Everywhere except the combat frigate, the existing roles are doing the job just fine. We'll need to update them eventually to justify building TNG-era designs or something in the 2330s and '40s, but right now they're just not a problem.

The only thing people are unhappy about is having to eat Militarization to get a new combat frigate requirement to justify us moving on from the Miranda-A. Which we are seeking to do, it seems, largely in search of improved survivability.* And also for reasons that have to do in large part because of how you changed the combat engine to make Science more significant in a combat frigate.
______________________

*Though I will note that so far, in fleet battles Starfleet seems to take a lot of crew casualties on explorers, and I'm honestly not sure we're taking comparable losses aboard our Mirandas and Centaurs. If I had my own copy of the combat app I'd be tempted to game out engagements like the Licori War battles and see how they would have gone, in terms of crew casualties, if we'd used a more frigate-heavy construction doctrine instead of an explorer-heavy one. Because I've observed before that when it comes to keeping crew alive, frigates and well-defended cruisers are actually a lot better than explorers.

To get to the crunchy crew interior of a pair of Miranda-As you have to batter through 60 HP of shields, but when you get there there are only eight units of crew to kill. To do the same thing to an Excelsior-A you still have to beat down 60 HP of shields... but there are sixteen units of crew to kill, rather than eight.
 
Even if Amarkia can get access to such a yard, we have no reason to build it in the next few years. By the time it was ready we would already be well on the way to solving our auxiliaries problems by other means. And we're nowhere near needing the number of berths it would take to make the very expensive up-front investment in the hypothetical Amarkia super-yard worthwhile, compared to the cost of building other berths elsewhere.

FWIW, the impetus behind wanting another "super-yard" like UP is a confluence of a constant need for more ship production bandwidth, a need of redundancy beyond UP, the very high inefficiency of adding such redundancy relative to expanding UP, and the want for more spare berth capacity for repairs closer to expected fronts of conflict.

It's not a supposed to be a solution for auxiliaries, unless it's a very long-term one.

If there was no need for additional redundancy, and with repair travel times only incurring a cost in latency rather than in bandwidth, it would be stupid not to expand UP in lieu of expanding or building any other shipyard, unless we hit any limits (like possibly not being able to purchase more than one UP expansion per year, or the pp cost eventually going up).

When we add the want for more berths in our spinward/central theaters from the Ashalla Pact and any rimward threats, Amarkia currently stands out as the best choice. However, it's only been confirmed that a super-yard is possible at the Vulcan/Delta Vega system, so talking about an Amarkian UP-style shipyard is premature.
 
Well, I'm not opposed to a second such yard, and Amarkia seems the most likely place to put it, though somewhere in Qloathi or Orion space wouldn't be bad either- and Orion may well have several developed star systems where we could put a yard...

Anyway. I'm not opposed, but we don't really need it pressingly and there's a lot of other defensive preparations we could stand to make in the interim.
 
Anyway. I'm not opposed, but we don't really need it pressingly and there's a lot of other defensive preparations we could stand to make in the interim.

We don't need numerous cheap repair berths spinwards until we are at war, and at that point we need them to have already been made and expanded years ago. Hence the push to develop Amarkia now. (Critical ship infrastructure, Heavy Industrial Park, UP2).

If Amarkia turns out to not be a UP candidate, then we still have a very useful Industrial Park, and we try again somewhere else.
 
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You do realize your plan may risk having us spending hundreds of political will on spec, right? That seems contrary to your hostility towards 'wasteful' things that spend 20pp on something other than an industrial project.

Furthermore, you're treating it as an axiom that we "need" such a vast number of repair berths at Amarkia. We could save hundreds of political will (i.e. the cost of a heavy industrial park and super-yard) just by accepting that our ships will spend a month longer in transit being towed to yard facilities back at Sol. I'd prefer not to have to make that tradeoff. But if you're going to propose a super-yard at Amarkia just to save political will on the extra berths you want to build, you need to present us with realistic cost estimates.

How much will it cost to build a super-yard at Amarkia, with X berths for repairs, compared to the cost of building X berths elsewhere in the spinward parts of the Federation? Use some numbers, instead of just shouting about how this "must be done."
 
Okay, I'll do your math for you, or some of it. The heavy industrial park cost 125pp in 2314, 115 in 2315-16. Utopia Planitia Yards cost us 150pp; you may be aware that it was such a big ticket item, we burned all our political will from killing the Biophage on it!

So we can reasonably estimate the cost of the two facilities as, oh, 260pp, at least. Utopia Planitia got us two three-megaton berths and two one-megaton berths. An expansion to get one more of each would cost us 28pp right now. Back during the Kahurangi admiralty it cost more like forty. I think I'm being generous by estimating the cost of an expansion at around thirty for rounding purposes.

In other words, for 410pp we could get this massive construction complex of seven three-megaton and seven one-megaton berths. Hopefully.

The thing is... 410pp would buy us a LOT of regular berths, more widely dispersed, some of them closer to the front for even more rapid repair turnarounds. It might not buy us "seven and seven," but it'd come close.

And if we ONLY spent, say, 320pp on the project? Well then, we'd only get "four and four" (the same size Utopia Planitia Yards is now, with all the resources we've sunk into it)... and I'm damn sure we could get "four and four" berths spread out across the spinward part of the Federation for a LOT less than 320pp.

New yards at Amarkia and Indoria would get us one explorer berth and two light berths for 51pp. Buying one extra Excelsior berth at each of the three homeworlds in that region would cost about another 96pp, maybe 101pp if the existing three-megaton berth at Amarkia counts against us. We don't seem to have options to buy more one-megaton berths at the Apinae yard or Betazed yard, so it's hard to estimate what more ONE-megaton berths would cost... but even if we just doubled down and bought another round of three three-megaton berths for the three yards, it'd only cost, oh, 116pp.

So instead of getting four one- and four three-megaton berths at Amarkia's super-yard, we'd have two one-megaton berths and seven three-megaton berths, at a lower price tag. About 50 to 60pp lower.

...

The point is, unless we want a stupidly huge number of extra repair berths in the spinward part of the Federation, something like a dozen berths, berths we're not going to be equipped to build ships in for decades because we lack the budget and crews... We aren't going to save political will by building a new super-yard. It's not worth it if we ONLY want, say, eight or ten more berths out there than we already have.
 
I would still like to hear if Amarkia can get the UP with a Heavy Industrial Park. It already has CSI and theres been no word on if it needs a secondary major colony in system or if a single homeworld, asteroid belt or spare class-K is sufficient.
A second Utopia Planita would be a waste of PP currently. Utopia Plantia cost 135pp and came with 2x3mt berths, 2x1mt berths, and a research team:
Request funding to start Utopia Planitia Shipyards, 135pp (16 turns, gain new shipyard starting with 2 3m t berths, 2 1m t berths, immediate activation of a Light Cruiser research team)
As of the latest snakepit that would cost 76pp at the cheapest and more realistically (IE: building a new shipyard rather then just expanding UP) 99pp.
Build new Shipyard (1x3mt + 1x1mt) at Amarkia - 33pp + 12 Turns
Build Excelsior berth at Amarkia Shipyard - 32pp + 6 turns
Request Development of Amarkia Shipyard - 14pp + 4 turns

Total = 79pp + 18 turns

Of course we've also got to consider a second Utopia Planita means being able to buy berths there at a cheaper price. At Utopia Planita we can build 1x3mt + 1x1mt for 28pp once per year. If we took that realistic shipyard from above and added kept adding 1x3mt + 1x1mt expansions:
Expansion 1: 37pp + 19pp = 56
Expansion 2: 42pp + 24pp = 66
Expansion 3: 47pp + 29pp = 76
Expansion 4: 52pp + 34pp = 86
Expansion 5: 57pp + 39pp = 96​
Subtracting the 28pp per year the equvilant would cost at Utopia Planita we'd break even after just one expansion.

However there is also the cost of the Heavy Industrial Park (115pp) and Critical Ship Infrastructure (50pp) to consider. If those were directly added to the price we'd only break even after five expansions. That approach does ignore the value of Critical Ship Infrastructure and the Heavy Industrial Park but you could argue that we'd never build a HIP without something like Utopia Planita. So if we just factor in the HIP we'd still need four expansions to break even.

Meanwhile the original Utopia Planita has only a single expansion as far as I can tell. So we've barely broken even on the original Utopia Planita which means a second isn't something we're ready for yet.



I guess they do bring some infrastructure, but even when they have a Starbase it is still a net D debt for starfleet to cover.
I've seen you say this a couple times and it's just not true. Affiliates have zero D cost to Starfleet. It's only when they become member worlds at 500/500 that we start incurring a D cost.
 
I've been trying to follow the conversation you and @SynchronizedWritersBlock have been having, and neither one of you are totally clear to my reading.

I think it would help if both of you would bottom line the course of action you're trying to have your arguments support.
I mostly wasn't arguing in favor of any particular position because I at no point knew what the argument was actually supposed to be about. SWB just started disagreeing with me but left it to me to guess what exactly he was disagreeing with.

[] I think we need to ask for a new type of frigate ship requirement that is separate from (rather than replacing) the current Combat Frigate requirement. The new role would say XXXXXX to best support YYYYY phase of battle.

I think that @Nix has been arguing for some variation of the third one and @SynchronizedWritersBlock for some variation of the second?
I think a frigate with a profile like C4 S4 H3-4 L4-5 P3 D5 would be useful for us to have (that stat line would be pretty expensive at current tech, but in 2323 I think we could get it for something like 80BR 60SR 1O 2E 3T). Let's call this Super-Centaur. It would be deployed in the skirmish line, so that it would act in the minefield, skirmish and vanguard phases. Sometimes it might also need to be deployed in the vanguard and then act in the vanguard phase and main battle, for example if the vanguard ships in its fleet have taken damage in previous battles. In peace time it would act as an event responder, and we would preferably want ships for battle to be bloodied or better, as that helps them do their job, they usually wouldn't face much danger of being destroyed, and if they do it's probably important enough to be worth risking experienced crews. In terms of the battle roles scheme this would fir the two roles of skirmisher/minesweeper and flexible skirmisher. The current class that comes the closest is the Centaur-A.

A design I think does potentially make sense, but not in our current situation, would be a cheap frigate with relatively high C, L and H, other stats irrelevant. Let's call this Super-Miranda. It would ideally always be deployed as vanguard and fight in vanguard and main battle. The primary purpose would be to be expendable. This would be the ship that has done its job well if an enemy capital hits it with a massive crit that does twice as much damage as it had remaining hp. As it would be near useless outside a war it doesn't make sense to build outside war or the immediate run-up to it. Veterancy would be undesirable as that makes the ships less expendable. The current class that comes the closest is the Miranda-A.

Looked at in isolation are at least 3 currently listed possible tAoTO roles that could be argued for the Super-Centaur: Garrison frigate update because it's the Centaur-successor, minesweeper because one of its main responsibilities would be to clear minefields (and as the current battle system has the ships that sweep mines and the skirmish line be identical a minesweeper clearly also needs to be a good skirmisher), and combat frigate update because one of the primary design goals is to be good in combat.
For the Super-Miranda the currently listed possible tAoTO role clearly needs to be combat frigate update. As this would be something genuinely different from the role of the Super-Centaur, and given that we might actually want to use the combat frigate update if circumstances change enough, it could be even argued that an entirely new tAoTO is justified for the Super-Centaur if garrison frigate update and minesweeper are out for some reason.

As for how we might be using the combat frigate update, I was thinking of waiting until we are close to a situation we would actually build them, request the combat frigate upgrade and then use the refit mechanic to implement a Super-Miranda as a variant of the Super-Centaur, by replacing the nacelles with something cheaper, removing some science and presence parts, and perhaps updating some other parts and adding more weapons and shield generators. Precedent would be:
  • Constitution-B for refits that lower cost and reduce stats (even though the reduce stat part was later retconned, but only because the pre-refit version was too good, not because there was a problem with allowing such a refit).
  • Constellation-A for a refit significantly changing the overall stat profile, and also for developing a refit very rapidly.
  • The war Galaxies in the Dominion War for showing that this sort of thing makes sense in Star Trek.
Also one of the main goals of the new design spreadsheet was to allow more control over the refit process. Even if implementing it as a refit is not viable reusing the frame and all subframes should cut development time down to either nothing or doable in a single quarter, and the hospital ship sets the precedent that reusing most of an older design also cuts down on prototype time.

My reasons for wanting to do it that way: It would avoid a design we might never actually use before it becomes outdated, it would avoid antagonizing the pacifist faction in the council (presumably they would be more understanding in a situation where the need is actually clear) and it feels a lot more Star Treky.
 
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That seems contrary to your hostility towards 'wasteful' things

If you would like to tone down your enmity and misrepresentations about what I have written, that would be great.

Subtracting the 28pp per year the equivalent would cost at Utopia Planita we'd break even after just one expansion.

However there is also the cost of the Heavy Industrial Park (115pp) and Critical Ship Infrastructure (50pp) to consider.

Meanwhile the original Utopia Planita has only a single expansion as far as I can tell. So we've barely broken even on the original Utopia Planita which means a second isn't something we're ready for yet.

There is also this option alongside the 28pp 3mt/1mt that is incredible value. Combined with the imminent tech bonus they could service 2.4mt ships.
[ ] Request Cruiser berth at Utopia Planitia, 11pp (2mt berth)

The CSI is already done, so not really worth discussing other then to mention the reduced logistic costs was its own reward (along with removing a single point of failure).

I don't think you can discuss the HIP cost without acknowledging how good it is regardless of if the UP goes forward, that said this year UP is almost certain to expand.
 
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nice too see the board being so friendly

on a side note,
as much as i love to prep for the war is the west that is likely to heat up even more soon
could we maybe talk about what happen in the north-east and how we will respond too that problem?

new power found as just because we do not instantly agree with them they attack up? there has to be some response to that right?

ps is it an idea, too spread out the build of big projects? say a industry park here or there then next year more yard work or something
mind you i have no real build plan in mind here just putting a ball up in the air for anyone to run with?
 
So are we burning excess RP every year or does it buildup? AKA can we wait a year?
The issue is we are generating more RP per year than we can use, and while it does stockpile unless we get more tech teams we can't spend more than we did last year (all tech teams activated +5 boosts). And our tech teams unlock very nice abilities plus they level up over time so getting them sooner is better than later as long as we can activate them all, which we can right now. On top of that finishing off the 1st tier of Foreign Analysis gives a free intel report in addition to other benefits and in the Snakepit we have had the option to buy an extra intel report twice, the first was at 20pp and after buying that it raised to 70pp.

And we are already looking at over 400pp for this snakepit, at that point putting 20pp into a tech team, 60 into diplopushes and the other wants we still have more than enough for berth expansions. And really we made major progress to having the ships in construction to catch up with our logistics shortage and when combined with an aux yard expansion this snakepit plus making berths available next year or the following year for more freighters and cargo ships I do not see a problem with us catching up logistics wise in a few years.
 
I'm actually considering getting two teams this year, a sensors team in addition to the analysis one. We didn't get a team from the Gaeni, so that would bring us up to the expected number of research teams. Also I'm thinking about using VSA for 2310s Xenopsychology next year because we are lagging behind there and all sensors projects have few techs, so they can be more efficiently researched by lower skill teams. VSA in Xeno (at least for a couple of years) and two lower skill teams replacing them for sensors would work fine (the other team could be one that joins from a new member). Getting one of those teams early means taking advantage of Eatons bonus for an extra year. Assuming the team is skill 2, we put it on 2320s Long Range Sensors, and Eaton stays in her current post for another 5 years or we make up for every missing year with a boost it also would mean that both T3 LR sensors and T3 nav sensors would become available in 2322, just like the T2 diplomacy parts would if we switch VSA over. 2323 is already a sweet spot for starting a new design anyway and this would help with that.

RP wouldn't be much of an issue, we have a healthy surplus right now, income increases coming up and as mentioned didn't get a team for the Gaeni. There is probably a new generation of generic teams becoming available in 2319, but we don't actually need to use them right away. In effect generic teams are a mechanism that allows trading time and rp for pp, in that it allows recruiting fewer teams in the snake pit at that cost. That made a lot more sense back when we had chronic pp shortages and budgets of less than 100pp, right now it's not actually an obvious choice.

What do you think?
 
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There is also this option alongside the 28pp 3mt/1mt that is incredible value. Combined with the imminent tech bonus they could service 2.4mt ships.
[ ] Request Cruiser berth at Utopia Planitia, 11pp (2mt berth)
It's unclear if 2mt berths are limited solely to UP like facilities. It honestly wouldn't make much sense if they were. It's been suggested that a 2mt Cruiser berth at UP would just be the prototype and that after that we could build them at any of our shipyards. If it turns out that only UP like facilities can build them then that would definitely be a solid reason for building more UP like facilities.

I don't think you can discuss the HIP cost without acknowledging how good it is regardless of if the UP goes forward, that said this year UP is almost certain to expand.
Honestly the HIP isn't worthwhile unless we've already got a large mass of berths already in system. While it's not an entirely accurate comparison we can compare the effect of HIP to new berths.

HIP provides a 25% increase in construction time for parallel or serial builds. With maximum optimization, which we rarely reach, this increases the number of berth-years produced by 25%.

Here is a break down of every system's berth-years:
Sol System:
5.00 berth years (3,300kt)
6.00 berth years (1,100kt)

Vulcan System:
2.00 berth years (3,300kt)
2.00 berth years (1,100kt)

Teller System:
1.00 berth years (2,750kt)
1.00 berth years (1,100kt)

Andor System:
1.00 berth years (2,750kt)
1.00 berth years (1,100kt)

Betazoid System:
2.00 berth years (1,100kt)

Apinae System:
1.00 berth years (3,300kt)
1.00 berth years (1,100kt)
Here are the gains from having a HIP in those systems:
Sol System:
+1.25 berth years (3,300kt)
+1.5 berth years (1,100kt)

Vulcan System:
+0.50 berth years (3,300kt)
+0.50 berth years (1,100kt)

Teller System:
+0.25 berth years (2,750kt)
+0.25 berth years (1,100kt)

Andor System:
+0.25 berth years (2,750kt)
+0.25 berth years (1,100kt)

Betazoid System:
+0.50 berth years (1,100kt)

Apinae System:
+0.25 berth years (3,300kt)
+0.25 berth years (1,100kt)
At the prices listed in the last snakepit here is how much those increases are worth compared to purchasing additional berths:
Sol System:
+1.25 berth years (3,300kt) = 42.5pp
+1.5 berth years (1,100kt) = 21pp
Total = 63.5pp

Vulcan System:
+0.50 berth years (3,300kt) = 19.5pp
+0.50 berth years (1,100kt) = 9pp
Total = 28.5pp

Teller System:
+0.25 berth years (2,750kt) = 8pp
+0.25 berth years (1,100kt) = 3.5pp
Total = 11.5pp

Andor System:
+0.25 berth years (2,750kt) = 8pp
+0.25 berth years (1,100kt) = 3.5pp
Total = 11.5pp

Betazoid System:
+0.50 berth years (1,100kt) = ??
Total = ??

Apinae System:
+0.25 berth years (3,300kt) = 8pp
+0.25 berth years (1,100kt) = ??
Total = >8pp
The only system that comes close to matching the 115pp cost of a HIP is the Sol System and at 63.5pp it's barely over half the value. That we are planning on a lot of berths being in Sol is the only thing that makes the HIP we put there worth while.
 
Honestly the HIP isn't worthwhile unless we've already got a large mass of berths already in system. While it's not an entirely accurate comparison we can compare the effect of HIP to new berths.

HIP provides a 25% increase in construction time for parallel or serial builds. With maximum optimization, which we rarely reach, this increases the number of berth-years produced by 25%.
Accounting for HIP purely in berth-years undervalues it. Accelerating construction not only has the effect of freeing up the berth faster, it also allows us to use the ships produced earlier. There is also the effect of allowing heavy industry actions, but that's relatively minor in comparison. In general I would estimate that the productivity effect only makes up about half the value.

I'm not taking side in the debate on whether a super shipyard at Amarkia should be a priority.
 
while I all for having a UP at Amarkia. We don't need it right now. Lets spend our PP on Berths that are more spread out and closer to where the front lines are going to be. If we want the UP at Amarkia we should build up the Amarkian system up over time so that it can handle the UP when the time comes. IE buiding the HIP first and so on. But only after we have a bunch of similar sized berths to handle the serial builds and so on.
 
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It's unclear if 2mt berths are limited solely to UP like facilities. It honestly wouldn't make much sense if they were. It's been suggested that a 2mt Cruiser berth at UP would just be the prototype and that after that we could build them at any of our shipyards. If it turns out that only UP like facilities can build them then that would definitely be a solid reason for building more UP like facilities.

Actually, it's a solid reason to invest heavily in expanding UP's cruiser berth space. Only if the cost of a cruiser berth in UP becomes greater than it would cost to create another UP somewhere in Federation territory for the 2MT berth + whatever other berths we want it is not worth creating another Utopia Planitia. And frankly, at an approximate minimum cost of 230 pp for the HIP and the yard itself, never mind the expense that comes with the high likelihood of needing Ship Infrastructure in system as well that's not going to be cheap.

Accounting for HIP purely in berth-years undervalues it. Accelerating construction not only has the effect of freeing up the berth faster, it also allows us to use the ships produced earlier. There is also the effect of allowing heavy industry actions, but that's relatively minor in comparison. In general I would estimate that the productivity effect only makes up about half the value.

Actually it doesn't. Because ship construction time is measured in berth years anyway, more berth years means more effective production capacity.
 
Actually it doesn't. Because ship construction time is measured in berth years anyway, more berth years means more effective production capacity.
You are missing my point. 3 shipyards with HIP and 4 shipyards without have approximately the same production capacity, but with HIP the three shipyards can get us 3 Renaissances just 2.25 years after spending resources on them, while we don't anything at all from the 4 shipyards for 3 full years. The shipyards with HIP can also put the first wave of a new design into service significantly faster. Basically it's like measuring pregnancies in uterus-months, it doesn't give the full picture.
 
I do believe that some of the confusion is that the tAoTO posts don't provide enough clarity on how roles tie into the rest of the game. Some specific suggestions:

I would add to this, expand on the possible proposed roles and what expansion of a role would mean. For example, minesweepers apparently get some sort of bonus for their role. Knowing that is the difference between "minesweeping is a S check, we have Keplers, why do we need a military Kepler" and building minesweepers.

In addition, some sense of the requirements for possible roles or updating would be nice. For example, knowing what targets we'd have to meet to create a Centaur replacement would be nice.
 
I asked that and have not had an answer yet if it does then putting one in Amarkia will help since we have 4 1mt Aux berths there.
We should plan on building 2 2-MT berths and 2 3-MT Berths at Amarkia before we build the HIP. That way we can take advantage of the Dual build options that the HIP provides.
 
When we add the want for more berths in our spinward/central theaters from the Ashalla Pact and any rimward threats, Amarkia currently stands out as the best choice. However, it's only been confirmed that a super-yard is possible at the Vulcan/Delta Vega system, so talking about an Amarkian UP-style shipyard is premature.
Not yet, but soon there may be another.
Gaeni Councillors Selected:
(Considered likely that Gaen VI will qualify for its own Councillor by 2330)
Not where we'd want it, but so it goes.
 
Captain's Log - 2317.Q1.M2
Captain's Log, USS Courageous, Stardate 26269.5 - Captain Sabek

While making a sweep of space between the Tauni and the likely vectors of the Horizon, we have detected a very faint distress signal. The originator of the signal is unfamiliar, but may be similar in its signature to that of the Horizonite craft we encountered previously.

-

Captain's Log, USS Atuin, Stardate 26270.1 - Captain Vol Chad

There is a lone Hishmeri Septs ship trying its best to keep a low profile as it skirts the Starfleet force protecting the Ataami and Lamarck.

I think its time to go make a friend and pay them a visit.

-

Captain's Log, USS Huascar, Stardate 26270.4

The one-per-thousand year perihelion of a loose binary system near Andor occurred recently. We carried a team from the Andorian Academy's stellar cartography school to investigate it. However, there appears to have not been much of a reaction to speak of.

[No result]

-

Captain's Log, USS Voshov, Stardate 26270.9

[Content Scrubbed under 1-AA, order of Vice Admiral Linderley, Starfleet Intelligence; Senior Director T'Krin, FDS Investigatory Arm]

[Chief of Staff's NB: Do you know anything about this?]

[Admiral's NB: See me in my office later]

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

[Starfleet Intelligence teams from Office 20, 30 and 37 delivered to Sydraxian space]

-

Captain's Log, USS Tarrak, Stardate 26271.3 - Captain Larai Leaniss

Starfleet is sending us coreward, towards some of the newly explored regions. Our first mission will be to explore through the Curacao systems near Honiani space. Our course has been set and we are making good time.

I am excited to work with my new crew on this mission. With a leavening of Enterprise-B veterans, I expect that this crew will quickly get up to speed.

-

Captain's Log, USS T'Mir, Stardate 26271.8

Upon returning to Federation space, we had to rush to a report from an Indorian team on Nolax V that they were suffering from a failure of their life support. However, when we arrived, all but one were dead. However, instead of a rescue, we have had to effect an arrest on behalf of the Congressional authorities, as we soon discovered that the failure of life support was deliberate sabotage by someone looking to exploit a research breakthrough.

[Gain +5pp, +10rp]

-

Captain's Log, USS Courageous, Stardate 26272.2

It appears conclusive that this ship is definitely of the same origin as the other Horizon vessel, but which fell afoul of a loss of power. No lifesigns were detected however. It is a smaller frigate-class design, and to our surprise it appears to not have substantial power generation capacity of its own. Instead it appears to rely upon potent stored charges to operate for limited periods of time.

A starship was arriving in-system, so we have made a low-observability impulse run to hide in the asteroid belt near the planet. It turned out to be a multi-megaton Horizon vessel, seemingly acting as a 'fleet tender'. After collecting information, we departed the system, our unexpected appearance seemingly causing considerable panic among the Horizon ships.

[Gain +10rp]

-

Captain's Log, USS Atuin, Stardate 26273.1

The Hishmeri Sept ship definitely did not expect us to have spotted it, and certainly did not expect us to time our warp jump to arrive within half a million kilometers of their position. We could have arrived closer, but we didn't want to make them too jumpy.

I admit, I exploited the fact their Captain was off-balance, and managed to arrange a meeting with a number of Sept leaders. Time to explain the Federation's position here.

[Much reduced chance of Hishmeri raids near the Federation force]

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Captain's Log, USS Tarrak, Stardate 26273.9

A gas giant at 2 Curacao VII is harbouring very dense pockets of important gaseous elements. These highly excitable gases are very dangerous, and when we were getting close to investigate, it was only the keen eyes of Lieutenant-Commander Gan Attas-Vanad, my Gaeni sensor officer, who cut through the magnetic interference obscuring the pockets.

[New colony option: 2 Curacao VII - 20 (25) sr/yr]

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