Aww. And here I was hoping for a recommendation to push for and invade Vail for easy warscore, because they're defenseless push-overs. Imagie the faces that the Cardassians sent to do that would make, (briefly,) when they find out the reality.

@OneirosTheWriter it hasn't come up yet but once we start producing Ambassadors is it possible to have crew transfer from EC Excelsior to the Ambassador and then turn the Excelsior over to regular Starfleet crew?

And if we can, what happens with the accumulated crew veterancy?
 
Will we want to, at least initially?
It would make it easier both crew wise and number of logs wise, all of the crew from the current EC Excelsior would move to the Ambassador with the additional crew needed taken from the EC pool since an Ambassador requires more. Ambassadors also are much better performers. Regular Starfleet crew would be assigned to the Excelsior.

And if we can, what happens with the accumulated crew veterancy?

The only fair thing would be for it to go away completely.
My thoughts if we transfer the crew whole scale is either the veterancy is reduced by one step (so Veteran Excelsior makes for a Blooded Ambassador) or it goes something like Blooded= 2 successful missions, Veteran = 4 successful missions and Elite = 8 successful mission (which would put the new ship at blooded). That way the fact that their is experience in the crew matters but we don't start out with a bunch of Veteran and Elite Ambassadors.
 
Will we want to, at least initially?
Yes. I've shown before:
This is pretty reasonable given the Ambassador's stats. Here is a comparison between a Green Ambassador and the various levels of Excelsior-A:
Ambassador: C8 S9 H7 L9 P9 D8
Green Excelsior-A: C7 S6 H4 L6 P6 D6
Blooded Excelsior-A: C8 S7 H5 L7 P7 D6
Veteran Excelsior-A: C9 S8 H6 L8 P8 D6
Elite Excelsior-A: C10 S9 H7 L9 P9 D6

So for anything outside an Elite Excelsior-A it is a straight up upgrade to switch over to even a Green Ambassador. Elite Excelsior-As are more questionable since they have better Combat (+2C) but worse equally worse Defense (-2D) and are equal in every other regard.
that Green Ambassadors are better then everything except Elite Excelsior-As and even then it's more of a toss up.

The Explorer Corps is the area that most benefits from having higher stats and going by some of the build plans we're almost certainly going to be building Ambassadors faster then the EC can normally staff them. Take that wave of five simultaneous Ambassadors. Sure one going into the EC and four into say the GBZ would be nice but I think all five going into the EC and getting four new Excelsior-As to throw into the GBZ is probably better overall.
 
Why do you say that?

Precedent for breaking up an experienced EC crew is giving veterancy boosts to others. See: Enterprise-B.

Yes, and I think that was questionable and part of the hand-wave consolation prize for losing the Enterprise. It's a bad precedent.

In my mind, veterancy is about tricks and shortcuts and efficiencies for a particular ship. It's about getting everything to work just so. You might almost be able to make the argument for transferring it to another ship of the same model, but I can't see any way it would go from an Excelsior-class to an Ambassador-class. You'd have to relearn everything from the ground up.

And besides, it's just fair. Crew veterancy is a reward for a specific ship with a specific history and tradition. It shouldn't be a fungible resources that can be moved back and forth like research points. What's even the point of having the mechanic in that case?

It would make it easier both crew wise and number of logs wise, all of the crew from the current EC Excelsior would move to the Ambassador with the additional crew needed taken from the EC pool since an Ambassador requires more. Ambassadors also are much better performers. Regular Starfleet crew would be assigned to the Excelsior.

Personally I think the QM is in no hurry to worry about it because we're already going to have enough EC crew to make both the prototypes EC, meaning that it wouldn't even be an issue until the first wave of Ambassadors after that. So still seven game years out... too far away to care.

My thoughts if we transfer the crew whole scale is either the veterancy is reduced by one step (so Veteran Excelsior makes for a Blooded Ambassador) or it goes something like Blooded= 2 successful missions, Veteran = 4 successful missions and Elite = 8 successful mission (which would put the new ship at blooded). That way the fact that their is experience in the crew matters but we don't start out with a bunch of Veteran and Elite Ambassadors.

Or we could suck it up and get nothing, because the institutional knowledge of the crew just doesn't transfer well to a different model ship with different equipment and a different organizational structure.
 
How about, instead of giving us all EC crew back as soon as the ship goes into regular service, we just get it as a trickle? Like, for the next X Years we get +(crew in Excelsior/X) EC crew per year and -(crew in Excelsior/X) regular crew to simulate a slow crew exchange that allows the transfer of knowledge.
Would be a bit more effort mechanically, but it is pretty intuitive.
 
The flavor for veterancy has always been familiarity with the ship. This was answered previously I believe. So transferring crews doesn't work to retain it.

The Enterprise was, as Briefvoice said, a special exception.
Oh, it certainly doesn't and shouldn't produce a full transfer.

But a partial transfer of XP? There's enough system commonality to justify that.

Especially given switching ship classes didn't slow the canon EC types we see down much. Kirk and co go from a Connie-A to a freaking Bird of Prey and pull off a time travel op successfully. Picard and co didn't get slowed down by moving to a Sovereign.

And it's always been PARTLY familiarity with the ship. It's also been partly just being that good and partly having the skill to make full use of functions that the average crew can't use to full effect. Crew bonuses do apply groundside and aren't degraded by refits, after all.
 
Put this way. I think you might be able to take an Elite Excelsior crew, dilute it a bit because the Ambassadors have larger crew complements, accept some unfamiliarity with the systems and lack of customization... And get, say, a Blooded Ambassador. The problem is, getting ships to Blooded is easy, especially when they're highly unlikely to fail event checks (as is the case for Ambassadors). It doesn't take long, you're not saving very much time.

Whereas getting crews to Veteran/Elite is hard and takes a long time, but it seems ridiculous for that kind of skill to be transferable.

Aww. And here I was hoping for a recommendation to push for and invade Vail for easy warscore, because they're defenseless push-overs. Imagie the faces that the Cardassians sent to do that would make, (briefly,) when they find out the reality.
I'd favor just having the Yan-Ros sit back and let the Cardassian army enjoy the beautiful scenery and friendly local wildlife for a while, then bail them out when they beg for rescuemercy.
 
Since it's based on it, I think the real question to ask RE: crew veterancy mechanics is how it works in Rule the Waves. :V

I dunno, I feel like Veteran and Elite crews should have something a little more than just 'really knowing their ships.' It should represent that those ships have top-notch talent and attract more of the same. That should be transferable to some extent, even to a different ship.
 
Yeah, but it's not going to be perfectly transferable, especially from an old and storied ship to an entirely new one. There's too many ways for talent to "leak out" in the transference process. Highly skilled officers in the old ship's command team are disproportionately likely to transfer away to unrelated jobs. Reactions that are correct in the context of the old ship prove incorrect in the context of the new ship. Modifications that worked brilliantly in the hands of the old masters on one ship have to be redone and retuned from scratch on the new one.

In theory, everything is fungible and transferrable... but that kind of theory wouldn't support the veterancy mechanic in the first place. There'd be no reason for different crews to get a 50% performance difference out of the same hardware.
 
Since it's based on it, I think the real question to ask RE: crew veterancy mechanics is how it works in Rule the Waves. :V

I dunno, I feel like Veteran and Elite crews should have something a little more than just 'really knowing their ships.' It should represent that those ships have top-notch talent and attract more of the same. That should be transferable to some extent, even to a different ship.

Crews are not transferable. Case closed. :V

A lot of maintaining a veteran crew is simply training standards. These things matter, these ones don't, we drill for the right things. Some but not all of this will be applicable to a new ship.
 
What I can see is bonus XP gain-rate until the crew reaches its previous level. They need to familiarize themselves with the new ship, but they don't need to familiarize themselves with their crewmembers or work out new relationships and social dynamics. Those things won't help them run the new ship, but those are all things that aren't going to be impeding them as they try to learn the new ship. New crews are built out of floating crew resources, basically a mix of students straight out of the academy and people that've been flying desks while they wait for a spot to open up for them, and half of their job is just going to be figuring out how to navy.
 
Or we could not move the crews and just swap the EC Excelsiors as a whole to non-EC duty if there's a need for more garrison ships after the Ambassadors start mass producing. Maybe swap out the EC captain if their bonus is wanted elsewhere or if they're getting promoted. That way, the Excelsiors keep their veterancy if we need to throw them at someone in a war.
 
The real reference would be the Cheron moving from the EC to regular fleet.


As for the planned wave of 5 Ambassadors.... Part of me wants to make them regular fleet and make them Flagships of the various BZs.
 
They were designed specifically for the EC.
I wish people would stop saying that. Ambassadors are no more designed for the EC then the Constitution class or Excelsiors were designed for it. They are top tier general purpose Explorers. Now certainly the Explorer Corps is the group who most benefit from having them since they take on the hardest missions but they are perfectly well suited to regular duties.
 
The real reference would be the Cheron moving from the EC to regular fleet.
It seems likely that Kirk's Enterprise was relegated to regular fleet duties some time between the late 2270s (Star Trek: The Motion Picture) and 2284 (Wrath of Khan). In Wrath of Khan the ship was on a "training cruise" rather than engaged in routine deep-space operations. Her replacement, the Enterprise-A, may or may not have ever rejoined the Corps, since all we ever see of her is the beginning of her spacegoing career (in 2285-6, The Final Frontier, when the bugs are still being worked out of the new Connie) and the end (in 2293, The Undiscovered Country).

As for the planned wave of 5 Ambassadors.... Part of me wants to make them regular fleet and make them Flagships of the various BZs.
We MIGHT do that with one or two of the ships. Dunno. It's going to depend on a lot of variables. Also, that wave of Ambassadors is several years away, so we may well change our minds before laying down the keels.

Or we could not move the crews and just swap the EC Excelsiors as a whole to non-EC duty if there's a need for more garrison ships after the Ambassadors start mass producing. Maybe swap out the EC captain if their bonus is wanted elsewhere or if they're getting promoted. That way, the Excelsiors keep their veterancy if we need to throw them at someone in a war.
Wars are actually a very bad way to use veteran crews, because a veteran ship can still get chewed up in combat fairly easily if it encounters a more powerful enemy ship, and casualties to the veteran crew will erode the veterancy.

Where you want veteran ships is on event response, where their higher skill level lets them complete more events successfully and reduces the risk of a disaster. The Explorer Corps is such a great place for veteran ships precisely because ships there encounter events every single quarter.

Another difficulty with your proposal is that we'd effectively be taking over a hundred units of Explorer Corps crew and putting them on regular fleet duties, rather than investing the same highly talented crew in Ambassadors. If we want a large, viable Explorer Corps, this is counterproductive.
 
Omake - So You Want To Be A Councillor - Iron Wolf
So You Wanna Be A Councilor
Filed Under: Politics, Guest Post
Every week on Outside Perspectives, we invite a guest to contribute a piece on politics from outside the pundit-sphere. Last week was Forewoman Yaniir and her searing piece on the symbol N'Gir has become for the affiliates looking in.

This week, we're lucky to have Commodore Iorin Grann writing a piece on the pathways our young audience might have to Councilorship. Grann currently serves as the Director of Operations for Starfleet Explorer Corps. Before that, he was the Captain of the Yukikaze, and worked alongside many of the new councilors from Orion during the long struggle with the Syndicate. Some of you might be wondering what insight this Starfleet bureaucrat would have to bring; others of you might have recognized the last name and realized he's the son of the legendary former councilwoman from Ord Grind Duk, Zanet Grann.


First thing's first, since I'm told they're going to mention my Orion service -- congratulations to all the incoming councilors from Orion. I worked alongside many of these newcomers, in particular Councilor Holena, and I expect good things from them all.

(You should remember this Orion reference, by the way, it will come in handy later.)

But you didn't come here to read some Starfleeter give sycophantic laudits to his proverbial bosses' bosses, did you? You came here because you're either a bright-eyed future politician, freshly degree'd and here for practical advice, or you're a political enthusiast and want some inside baseball knowledge to wow your friends with come election season. Or you're here for some other reason, like you misclicked and are now engrossed with this amazing prose. Whatever the case may be, welcome. Let's get with the dispensing of wisdom.

Our goal here is to make you a candidate good enough to win a party nomination contest and eventually, a Council seat. So to do that, we're going to discuss two pillars on which you can build your career in politics. And since this is a publication with a primarily Earth audience -- which gives me double outside perspective points, I might add -- I'll try to keep my analysis to your political touchstones rather than rambling about the Tellar Free-Associational Model of 182. Luckily, the political development of humanity has long been a personal interest of mine.

There won't be much in the way of practical campaign advice. The process of running a campaign for hundreds of millions, billions in a post-scarcity economy, after the Great Political Awakening, is worthy of its own post entirely. And probably not by me either, unless you bombard the editors with comments saying you enjoy my quick wit and irreverent style, wink wink.

The two pillars we're going to examine are Work Your Way Through Politics and Become Famous. It's important to keep in mind that in most cases, these pillars will twist and twine around each other, as we'll discuss at the end. It's also important to know that both of these are broad, but not exhaustive categories, as there are a variety of ways to make it to Council. So don't @ me with your dozens of fiddly exceptions to the rules. As Casey Wang is fond of saying, 'There are two paths, until you make a third.' If you're up to hacking your way through the proverbial political jungle, be my guest.

But I'd keep reading so you know what you're up against!

Pillar One: Work Your Way Through Politics
If you plan to follow this route, you need to be involved in local politics yesterday. That, or be an incredibly active go-getter starting now. This route is all about making friends in established political movements, getting elected in smaller, more local levels of government to establish a base, and then slowly expanding it as you get elected to broader and broader positions. Today's district chair is tomorrow's United Earth Parliamentarian is next year's Councilor, as the saying I just made up goes. Note that you don't have to do steps sequentially, like ticking boxes off - you don't need to add the titles Chair, City Councilor, Mayor, Member of Sub-State Assembly, Minister, Governor/Premier, Member of State Assembly, Prime Minister/President, Representative of the United Earth Assembly, Secretary, and Secretary General of United Earth to your resume to have a shot for running as a Councilor. If there's an opportunity to jump to one level or another of responsibility, take it as long as you gain visibility and allies. In addition, it can be more advantageous to be a powerful politician at a lower level than a backbencher higher -- consider the influence the African Union President has compared to the average UE Representative.

Next: if you're going to be this ambitious, you need to be good at your job -- really good at your job -- and pulling in excellent vote share. The point is to expand the number of people willing to vote for you, after all. Eventually, on planets like Earth or even Mars, you will need to convince hundreds of millions, billions to vote for you. You've gotta be looking pretty hot at the smaller-scale to appeal to an audience that large.

There's a major hazard to this process, although not the one you might think -- you might decide to get involved at the local level, and never want to leave. There's a real joy in working with neighbours and friends to improve your community, and it's what draws in future politicians. As your electorate gets larger it becomes harder and harder to feel connected to your constituents; their pains and struggles. You might begin to wonder why you'd want to debate the finer details of Feeder Loop Optimization for a few extra tons of duranium efficiency when you could work directly on your constituents' behalf to commission a new park, or deliver new services, or attract new and exciting performance groups to your community.

You may also feel the risk of defeat is too great to move higher, and choose to remain comfortable at your level. After all, a defeat can be psychologically exhausting even in these more happy times. It's a bitter pill to swallow to have others vote against you, no matter what era you're in. And then that comfy seat you vacated may not be able to be taken back, and the entire pillar you climbed seems to vanish with a poof, leaving a void. My advice if that happens is to take up knitting or something, keep busy.

However, you may find defeat less exhausting than victory. Your responsibilities get larger, your days measured out in smaller and more precise increments as you rise up the ladder. You go from being able to take an extra five minutes with your coffee after a committee meeting to finding that time tightly budgeted and regimented, replaced with any number of briefs or meetings. Many burn out, or look at the more daunting responsibilities and decide it is not for them. These are more enlightened times, and rare now are the egotists who crave power for power's sake. You will recognize when you've reached your limit, and it is okay to accept that.

But for the sake of this piece, we're going to assume you'll always want to be councilor. If you fall short of that rung, take heart. You're still doing good work.

The end goal of this is to be relatively popular with a subset of the voting population of the world you want to run on, but just as importantly, popular with the membership of sub-Federal political parties. On smaller colony worlds this doesn't matter as much, but if you're serious about the more developed member worlds, there is simply no way you can brighten the doorstep of a billion plus sentients. It became difficult enough for late-Earth democratic leaders to reach out to hundreds of millions of people, let alone an entire planet. So you'll need help. But first, avoid the obvious trap: the original four member states have strong norms against political parties campaigning directly for one councilor or another, in order to prevent the politics of the member states unduly affecting the politics of the Federation. Voters tend to follow this norm, and will punish any would-be councilor who is seen as too much of an extension of 'politics as usual'.

It's interesting to note that despite fears to the contrary, this norm seems to hold in the newer member states. In the Orion Union council elections (told you it'd come back) CA and TuP campaigned openly for their preferred candidates -- and saw many of them lose. Heavy hitters like Ventil Oyana, Joletta Cam Ye Sonna Bel, and Dawind Byis went down in flames, despite intense campaigning on their behalf by CA. Eliasyn Yathcha had the full backing of TuP and an energetic team hoping to make up for her narrow presidential primary loss, and hers was still a hard-fought, close campaign.

By contrast, third place in the CA Presidential nomination, Maxieme Sierre, sailed relatively easily to a council seat, boosted by her intense popularity on Broken Chains and her dedicated and loyal personal following. Tooph Ye Holena, who never held an elected position, ran a breakneck campaign presenting herself as a fresh, neutral option, free of the petty squabbling that threatened to tear apart the Union, and shocked everyone with her win. Similarly, Canada McLaren shed the branding of Ascension, a party that saw numerous Syndicate defections and a high-ranking member become the self-styled Vice-President of the Celosian Corporate Republic, and instead ran on his immense popularity on Celos, having been one of their elected representatives for decades.

So it is in your best interest to gain the endorsement of individual, popular legislators and luminaries and have them stump on your behalf. This is an incredibly potent tool, particularly if you can gain the praise of members of opposing political parties. So be nice to them in the cafeteria. Assemble a big enough constellation of popular politicians independently endorsing you, and you'll be set to run an incredible campaign. Remember, of course, to offer some of them prestigious staff positions when you're elected.

In short: climb the ladder, and each step add endorsements, popularity, and visibility.

Pillar 2: Get Famous (And Ideally, Respected)
This is, by necessity, a much shorter section. It begins with you being interested in politics but pursuing a career in something else instead. That might be joining Starfleet, getting ahead in a productivity commission, becoming a particularly notable journalist, or an artistic creator with considerable reach. I'm not going to lay out the details of the process, as all that really matters is this: wherever you end up in your career, you become noted, either through impeccable skill and judgement or just managing to get your face in front of enough holocameras. Even in this more enlightened time, sheer recognition matters, but of course it won't win you a campaign alone. Unless you're literally the return of a major religious or mythological leader, you're going to want to back that notability up with dazzling accomplishments, particularly ones that are relevant to good governance.

The logic behind this is similar to the logic behind the first pillar, only instead of starting right from the grassroots and building your trust up among larger and larger pools of voters and colleagues, you sweep onto the political scene with an impeccable, attention-drawing resume and a fresh celebrity sheen. I would be remiss as a Starfleeter if I failed to mention how attractive this makes former Starfleet officers in some quarters, particularly dashing Captains with headline-grabbing exploits and experienced flag officers with a breadth of experience under their belt and the occasional appearance in the news.

However, I would be more remiss to not mention their incredible competition in the form of other notable functionaries. Political journalists of all stripes come with political connections, their thoughts collected and in the public eye, and a social media following tailor-made to be turned into dedicated volunteers. Diplomats from the FDS, equipped with deliberate rhetoric, deep understanding of how the Federal government works, and friends with high places. Doctors and lawyers, pushed into the spotlight to make more of a difference. Commissioners and deputy departmental heads of particularly powerful agencies, with their deep experience in civilian government and delivering on the policy that most directly affects people. All of these carry a lustre of accomplishment, and in particular the latter, while not always glamorous, can always fall back on delivering what the people want. By contrast, while Starfleet is popular with Expansionists, they are seen in some quarters as holding a stench of militarism; in others, spineless inaction and meal-mouthed double speak. In short, Starfleet figures can be surprisingly divisive. While their adventures capture the imagination, many Federation voters are concerned with what can be delivered more practically, and those on the civilian side of things have an advantage in this area.

What I'm saying is, don't join Starfleet with the idea you'll get to Rear Admiral, retire, and make an easy win as a councilor somewhere. You've got to stand out, and life accomplishments will only get your foot in the door. And getting your foot in the door is incredibly important -- parties will reach out to particularly notable figures to recruit them ahead of elections, but then you have to survive a nomination competition expect in extraordinary circumstances. And nomination competitions to be formally made a Council candidate are incredibly competitive 99% of the time. You'll often be up against multiple opponents who have dug themselves deep into the political fabric, and will have a head start in organization. But take heart: in these tight-knit competitions, some level of star power can still go a long way.

And so we come to our final point: Try to be on both pillars at once. There have been historical cases where a career politician went from District Chair up the ladder all the way to Councilor -- oh wait, that's not a historical case, that's literally the life story of Rob Langford. On the flipside, there have been powerful civil servants who made a jump right into Federal politics without ever holding an elected position before -- one is our current President. However, many will be a hybrid of the two. You might lose an election at one level but take up a prestigious posting elsewhere to gain skills and experience, before running for an entirely different level of government a decade down the line. You might be constantly engaged in politics even as you pursue a career independent of them, rushing home from work to get ready for an endless parade of cocktail dinners and policy discussions, as was the path of the late and great Hans Carmichael. Some professions, particularly Starfleet, require you to be more circumspect about your political affiliations, but you can always find time to cultivate friendships with more partisan allies.

You can also ascend to the rarefied heights of one pillar -- by say, being appointed to lead a flagship institution of the Federation -- and then mismanage the trust given to you until you threaten to collapse the entire organization, and all the people who believe in and work for it, under the weight of your own hubris. My advice to you in this case is to gracefully fade from public life. But if you're an egomaniacal piece of scum, what you could do instead is dab your eyes on camera and then try to climb the other pillar entirely. No doubt this is a misguided attempt to inflate your crushed ego and salvage the tatters of your pride and public image through the glorious path of an intense popularity contest, turning our entire democracy into a carnival where your revenge on the institution that rightly fired you is the main attraction. You'd have to be a certain kind of narcissistic tool to do that, though.

Sorry, here was I? Right, getting elected. So if you follow this advice, making sure to be flexible for real world developments rather than treating this as an 'I Win' manual, you will have a head start on your confused collegues with vague aspirations and ideas of how to advance. Most importantly, just get out there and start the work. And with that--

Wait, I want to run on an Apiata world.
--No you don't.

Yes I Do. Please help me understand how to do so.
Let's be clear, if you're reading this, and you're an Apiata, there is likely nothing I can tell you that you don't already know. Generally as a worker or a drone, you know who to vote for, and this is the highest political aspiration you have. As a queen, you're either whipping the votes of your hive on orders from a higher hive, or you've been studying the political relations and aspects of various hives your entire life and are marshalling your sisters and daughters in a great campaign. There is no wisdom I can offer you that hundreds of mothers, aunts, and cousins have not already. In some ways, you're enviable, because you'll learn at a young age where exactly in the hierarchy you will end up; unlike some in our society who are perpetually dissatisfied with how their goals remain maddeningly out of reach.

However, for the rest of the member species, I understand that the Apiata system can seem quite daunting. The reason for this is primarily because it's a throwback. I said I wasn't going to discuss campaigning, but I'm going to sneak it in here. Most campaigns are based on intense grassroots organizing, identifying voting demographics and attempting to sway them with targeted messaging, and constructing an energetic and motivated field team to extol your value in person.

Apiata have no conception of this. Or at least, they don't yet. The Mercantilists are allegedly experimenting with an Ozzira candidate in the next election, and I wish them luck. But for the most part, the Apiata prefer old-style brokerage politics, where aspiring politicians approach a succession of community leaders who promise them their community will support them with a certain number of voters. Flatter enough of these leaders, and you secure the voters, no doorstep visits required. On Earth and most other planets, this style of electioneering fell out of practice in the 21st century, and has remained dead since. But Queens have bases of intensely loyal workers, giving them tremendous blocs of voting power they can then bargain with in dizzying political horse-trading, some of which is driven by long-standing loyalties to other hives. A dedicated Hawk-seeming hive of warriors and comb staves might vote overwhelmingly Pacifist if the High Queen of a hive they are pledged to protect says to vote that way. I'm sure in a few years we'll get a grasp of it, but for now understanding it is like handing a modern person some leather and an awl and asking them to make you some breeches -- just too backwards to make any sense without specialized training.

Anyways, I'm already past my word limit, so thanks again for reading, and good luck! A life in public service is frustrating, rewarding, maddening, and fulfilling. You'll sometimes feel simultaneously naked in the public eye and also impossibly far from their understanding. It is not a calling for everyone. But if you see that previous sentence and aren't the least bit discouraged, take up the challenge. We will always need leaders, no matter how big or small.

--Your Pal, Iorin Grann

This is an opinion piece. The ideas expressed here are not endorsed by this publication, nor are they endorsed by the author's employer. For more on our Opinion policy and our complaint process, click here.
 
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I wish people would stop saying that. Ambassadors are no more designed for the EC then the Constitution class or Excelsiors were designed for it. They are top tier general purpose Explorers. Now certainly the Explorer Corps is the group who most benefit from having them since they take on the hardest missions but they are perfectly well suited to regular duties.

Well, this is true in the sense that the Ambassadors were designed to be best we got at literally everything. Performance and ability above all else. Of course they're going to excel in regular duties.

But the point is we will never have an insane number of them, because they cost so damn much in terms of resources, yard space, and crew.

So we need to maximise their utility.
Excelsior-As are pretty much enough as they are for regular sector duties. They not as good as Ambassadors, no, that's the whole point of us designing the Ambassadors as successors to the Excelsior line. But I'd say Excelsior-As are good enough. With their stat line, they will not be failing almost any events when they get them.
But the Explorers have events every quarter. We know there is heavy utilization for top of the line ships in the Explorer Corp. That's the whole point of Explorer Corp: Boldly go where no man has gone before, analyze the negative space wedgie, kick a wannabe god in the balls if the situation calls for it, establish First Contact with a cryptic alien, and leave the regular duties to other vessels.

Using Excelsior-As as sector flagships is a good idea, because we have a lot of them, and they don't cost as much as Ambassadors, while they're still practically just as good for 99% of the situations you're likely to meet inside Federation borders. Whereas Ambassadors, in order to be justifiable in terms of the costs, pretty much need to be constantly under maximum utilization; and that's Explorer Corp. At least to begin with: once eventually we are producing the successors to the Ambassador class, then we're likely to begin moving our existing Ambassadors to regular duties, because then we'll have an even better ship for our people on the cutting edge of exploration and difficult situations.

The point is this. Explorer Corp has the most events, and the way their events go (such as when contacting alien species) can have drastic impact on the whole Federation for years to come. We get the most bang for our buck by using our best vessels there. Whereas with regular duties and garrisons, we get events more rarely and there are a lot of sectors we need to cover, so a vessel that is slightly cheaper and more numerous while still being good enough in event response is a more optimal situation.
 
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Well, this is true in the sense that the Ambassadors were designed to be best we got at literally everything. Performance and ability above all else. Of course they're going to excel in regular duties.

But the point is we will never have an insane number of them, because they cost so damn much in terms of resources, yard space, and crew.

So we need to maximise their utility.
It bears considering that keeping a berth permanently filled with Ambassadors doesn't really cost more per year than keeping them filled with Excelsiors. The Ambassador costs more, but takes five years to complete, so the cost is spaced out over a longer period of time. On the whole, we're not going to have trouble keeping up full Ambassador production on every berth in the Federation capable of building the new ships. Our 'cash flow' can cover it.

Excelsior-As are pretty much enough as they are for regular sector duties. They not as good as Ambassadors, no, that's the whole point of us designing the Ambassadors as successors to the Excelsior line. But I'd say Excelsior-As are good enough. With their stat line, they will not be failing almost any events when they get them.
But the Explorers have events every quarter. We know there is heavy utilization for top of the line ships in the Explorer Corp. That's the whole point of Explorer Corp: Boldly go where no man has gone before, analyze the negative space wedgie, kick a wannabe god in the balls if the situation calls for it, establish First Contact with a cryptic alien, and leave the regular duties to other vessels.

Using Excelsior-As as sector flagships is a good idea, because we have a lot of them, and they don't cost as much as Ambassadors, while they're still practically just as good for 99% of the situations you're likely to meet inside Federation borders. Whereas Ambassadors, in order to be justifiable in terms of the costs, pretty much need to be constantly under maximum utilization; and that's Explorer Corp. At least to begin with: once eventually we are producing the successors to the Ambassador class, then we're likely to begin moving our existing Ambassadors to regular duties, because then we'll have an even better ship for our people on the cutting edge of exploration and difficult situations.
In the interim period (that is, the 2320s and maybe early '30s), when we only have a single digit number of Ambassadors in the Federation, you're totally right that we should be focusing all our Ambassadors on Explorer Corps duty, even if that requires retiring Explorer Corps Excelsiors (or rather recrewing them with regular Starfleet personnel) to make up the crew needs.

But there will likely come a point at which our production of Ambassadors outstrips our ability to provide Explorer Corps personnel for them, exactly as happened with the Excelsiors. When this occurs, we should start using Ambassadors as sector flagships just as we did with the Excelsior-As. Especially since by that time (c. 2330) we can reasonably expect that our enemies will be deploying frontline heavy cruisers in considerable numbers, that have statlines competitive with or superior to that of the Excelsior-A. While we will still be able to reasonably argue that the Excelsiors are capital ships, we will not be able to argue that they are first-rates, and our doctrines rely heavily on being able to overmatch our enemies in first-rate heavy ships.
 
I would argue that it might worth detailing a single Amby from the first big wave to the HBZ, assuming they're still an issue.
 
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