We haven't begun the work on the Renaissance yet, but broad consensus on doing so next turn. Since the design has an arbitrary reliability of 98% set by the QM it might not end up mattering, or it might move the reliability issues away from the warp core (where they would be the most dangerous), not sure, particularly since the only tech that would actually finish until next year improves power output and is therefore only indirectly related to safety.
Unless one of you shipwrighty people thinks we can get a better Rennie by pushing for warp core research this turn (and it sounds like you don't)...

Then yeah, I should be voting for escort stuff.
 
I'm losing track of a few details.

Have we already begun design work on the Rennie? If not, is there time to complete techs in the "Warp Core Safety" field before we do?

If so, I favor the plan that involves warp core safety research.

If not, I favor the plan that involves escort research, because that's looking forward to one of our next ship designs, one likely to bear fruit a little further down the road- our 24th century science vessel.

Escort is more efficient too. The next design, the Renaissance, is a QM design, so techs don't matter. Any customs are a few years away.
 
The last one is also listed under warp cores which we have the yoyodyne working on.
Everything in Warp Core safety is also listed in Warp Cores, but I'm pretty sure that's just a mistake. There are a few more places like that, it should be safe to assume that in those cases the techs are actually in the narrower category.
 
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I'm losing track of a few details.

Have we already begun design work on the Rennie? If not, is there time to complete techs in the "Warp Core Safety" field before we do?

If so, I favor the plan that involves warp core safety research.

If not, I favor the plan that involves escort research, because that's looking forward to one of our next ship designs, one likely to bear fruit a little further down the road- our 24th century science vessel.

The only tech we have a chance of completing this turn would be the last one.

Also, the last tech is an accidental duplicate
 
Could we sell a dedicated military section to the council by pledging them to hunt down Beast/Biophage infected stuff? we know that a few beast ships got away from the big battle over the Kadeshi homeworld and they are pretty much a Universe ending threat if they encounter someone unprepared for them and are able to ramp up enough.

By having a team of dedicated 'Beast Hunters' we could have a dedicated military branch that has a productive use outside of Wartime, if we assigned several research teams to them as well it could go a long way to making it more acceptable.

Edit: we could also use it as a way to connect with the Romulans more if we can make it a joint task force which would make it even more appealing.
 
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@OneirosTheWriter IMO planning for this turn was significantly more interesting than before, and while most issues were settled before the actual vote one interesting choice remains (and there would have been two with 3 more rp). So while it may look like the rule change didn't do much I think it was a moderate success, and will keep things more interesting in the future.

Also, the matter of duplicate techs between warp cores and warp core safety should probably be cleared up, you seem to have gotten all other duplicates I saw before.
 
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It'll get a lot more interesting to do things this way as RP increases. At the moment, we have just limited enough research power that our choices are mostly dictated for us by the present crisis. With more research or a less pressing problem on our hands, we'd have a lot more room for debate, and there was a fair amount already.

[X] Plan Ambassadors, Spies and Escorts
 
[x] Plan Ambassadors and Spies
Could we sell a dedicated military section to the council by pledging them to hunt down Beast/Biophage infected stuff? we know that a few beast ships got away from the big battle over the Kadeshi homeworld and they are pretty much a Universe ending threat if they encounter someone unprepared for them and are able to ramp up enough.

By having a team of dedicated 'Beast Hunters' we could have a dedicated military branch that has a productive use outside of Wartime, if we assigned several research teams to them as well it could go a long way to making it more acceptable.

Edit: we could also use it as a way to connect with the Romulans more if we can make it a joint task force which would make it even more appealing.
Unneeded. You want stupidly powerful sensor arrays on a combat platform if you're going Beast hunting. Which means Excelsiors.
 
[X] Plan Ambassadors and Spies

You are greeted at the door of the room by Rinias ch'Vohlet who takes a few moments to talk to you about, of all things, dedicated weapon research teams.

It hasn't been that long since your last performance before the Federation Council, so your immediate reaction is to blanch.

Poor Kahurangi just can't catch a break, I wonder if in her more stressed moment's she hear's the council whispering in her ear.
 
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Actually the two specialties does leave you looking at which one to chose. For me the easiest way was to decide which one I wanted the most and assign a team and work down that way
 
Methinks that we're going to need those escorts sooner rather than later given how aggressive the Cardies are getting.
 
Methinks that we're going to need those escorts sooner rather than later given how aggressive the Cardies are getting.

We have a combat escort design already, it's called the refit constellation. A custom design escort would only barely be stronger than a refit constellation whilst taking 7 years until we can start laying down hulls, better to just build more constellations and excelsiors for now.
 
Part of the problem with ship design is an utter inability to know what the ship will actually be doing. The best we can do is assign it to a particular location, but who knows what will come up in that location? We can't prevent an Oberth from being the only ship in the right location to answer a distress call from a pirate attack or a Miranda being caught in a time distortion that can only be escaped by science. So there's a strong temptation to try and just make all-rounders that are not bad at anything even if they're not good at anything.... like the Centaur-A.

We can make ships that are good at everything, mind you, and they're called Explorers, and that's why there's a constant temptation to build nothing but Explorers. So the questions I think we need to consider in ship design:

1. Where will the ship be assigned and how does that affect its probability of Events and need for Defense?
2. What do we consider "good enough" for any given stat given the above?
3. How flexible is the ship to reassignment as the needs of the Federation change?
 
Part of the problem with ship design is an utter inability to know what the ship will actually be doing. The best we can do is assign it to a particular location, but who knows what will come up in that location? We can't prevent an Oberth from being the only ship in the right location to answer a distress call from a pirate attack or a Miranda being caught in a time distortion that can only be escaped by science. So there's a strong temptation to try and just make all-rounders that are not bad at anything even if they're not good at anything.... like the Centaur-A.
Yep! And that's the Federation way!

[Alternatively, the Federation Way is to have some ships that are all-round 'good' like this, and other ships that exist to get gobbled up by the emergency so that a more generalist ship can come to save the day]

Basically, our future construction lineup for about the next ten years looks like:

Centaur-A-class: mediocre at everything, goodish by light ship standards
Constitution-B-class: Adequate to good at most things.
Renaissance-class: Adequate to good at everything.
Excelsior-class: pretty good at everything it's been asked to do so far, could probably use a first-generation round of refits by now.

We might slip in a few Oberths or their science-specializing successors, but that's about it.

So in short, we now know exactly why the Federation designs its ships the way they do. Because they want ships that can respond flexibly to emergencies, and the combination of fast communications and slow travel mean that this can require basically any ship to be capable of dealing with any emergency. The only question is how well a given ship copes, which is more a function of size and technological sophistication than it is a function of specialization.

EDIT:

Now, if at some future time our deployment doctrine becomes more flexible, things change a bit. For instance, we can have a "sector reserve" of science and medical and specialist-tactical ships, while our "generalist" cruisers run around actually dealing with distress calls and random events, but with the option to whistle up appropriate types of support if needed.
 
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@OneirosTheWriter I know you don't like peeling back the curtain too far on event probabilities and things, but there's some stuff I'd like to know in general terms.

1. Is there a benefit to "over-garrisoning" a Sector or Border Zone? If we have twice or three times the number of required ships, does there start to be a possibility that a ship will get "reinforcements'" if its first try at resolving an event is unsuccessful? Since that is Uhura's special ability, it seems like that isn't ordinarily the case.

2. Are there any advantages to garrisoning a sector with (for purposes of example) three D2 ships rather than one D6 ship? Does having more ships mean we're more likely to catch something that would otherwise be missed completely?

3. Per the creation of a Cardassian Border Zone, the purpose of border zones is to keep confrontations with foreign powers at the borders. So barring war time or covert ops (like the Amarkia event), we can be pretty sure that a ship in a home sector will not have to confront a major power foe that has its own border zone, correct? And while space is wide and you can never be sure, the probability of fighting anything worse than the Orion Syndicate in the home sectors is pretty low right now. (Incidentally, what minor faction ships stats are most commonly seen from the Syndicate or pirates. Do they have cruisers or just escorts?)

4. Overall, how does a "lots of little ships" strategy like the Klingons use work for them? Are they better at catching trouble simply because they're everywhere, even if an individual ship can't necessarily handle that trouble? Do their little ships simply travel everywhere in packs of 3 or 4? If we were playing "Klingon Empire Command Quest" and using a "Swarm Doctrine" for fleet design, how would that play out in the turn-to-turn churn of Events?

I think if we could understand these things, we'd be better positioned to judge how we want to use Escorts and Cruisers.
 
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