Let's please do 4 diplo pushes.
That was for sector events.I believe that the QM has made mention of some scenarios having a joint requirement of Reaction + Science or Reaction + Presence
Quite probably, though apparently a lot less so than combat, hull and shields. There isn't all that much left they could influence except evasion, which is pretty rare, and defence 1 BoP doing it indicates that it's probably not the only thing that matters for that either (maybe scale - defence?)
The crew experience argument doesn't apply for those though.Lastly our explorer designs aren't just crewed by explorer crews, whilst we would want the majority of future ambassador ships to be explorers having 4-5 split up across the various border zones to act as a flag ship and trouble shooter in the region makes a lot of sense.
What's your plan with the UP yards in 2308?I am updating so that you can make precise assumptions about additions and source each year, as well as add "expected losses". Will let you know when I'm done. Hardest part is allowing a yearly re-baseline to actual values by typing into a single input cell. It's doable, but the formulas are a pain.
And some things we'll simple have to fudge, like counting the reduced cost for the first four Constitution-Bs as "income" or something like that. Not to mention the annoyance of builds that start Q4 rather than Q1, meaning that the total resources come out fine over the long haul but you have to look closely to make sure you can afford before that Q1 income comes in. Just have to eyeball that. If we start the Constitution-B builds in 2309Q4 when the Centaur-As are out of their berths (for example), we might have to ask for an Excelsior's worth of resources at the Snakepit where otherwise we wouldn't.
Actually might be able to start one as early as 2309Q3, if we request at least one small berht next year.
Defence becomes the stat rolled against when assigning ships to in-sector "unplanned" events.
Defence+Presence or Defence+Science is rolled for "planned" events of those types.
It's useful much in the way all stats are, not obviously a priority for making two points higher than the median.That's true but I don't see how that matters either? Allowing our sector defence fleet elements to have a much greater chance of reacting to events I would have presumed is useful you know?
Honestly, I see no reason why, by 2320 or so, we couldn't design a cruiser on the Excelsior hull that has less crew AND better stats, given that by that point it'll be a 30-40 year old design we're improving on.You're proposing a refit to nerf the Excelsior's stats in exchange for taking less crew, when we can already at this moment design a smaller cruiser that has better stats?
I really don't see any benefit to your proposal other than dodging a prototyping phase.
I think we have enough resources available to see us through the next year or two. Requesting more would probably be unhelpful. Our stockpiles are... not small, unless I'm badly misremembering.
Crew may or may not be an issue, and doing Academy expansions will nearly always pay off in the long run.
Shipyard berths do NOT seem to be an issue right now. I'm pretty sure we have room to build about as many ships as we can construct and crew at a time.
We HAD a special resources crunch, but with new sources available and the reduced cost of the first ConnieBees, that may no longer be our bottleneck.
Those of you more familiar with our construction plans, what specifically do you think is likely to limit our ability to do new construction in the next few years? Is the problem mostly one of crew, of resources, or of berthing?
If the answer is "all of the above," then we should congratulate ourselves on balancing our economy, and maybe concentrate on infrastructure that handles short term defensive needs and long term resource extraction. Like research and mining colonies, or that starbase on the Cardassian border we put off last time.
We also want, in my opinion, to push diplomacy on the Cardassian border zone as hard as possible consistent with our other needs. Getting close enough relationships with the Indorians and Apiari that they start integrating their defenses with us is important. We may ultimately decide that the Apiari biology makes them incompatible with Federation values, too, but that may just mean we should ally with them rather than recruit them.
Something to consider is that the cost of starting the Renaissance may go up slightly next year. The reason it dropped so low (20pp is low for a new ship design) is that the Council was rightly freaked out at how outmatched our cruisers were by the Jalduns. Now that we started the Constitution-B refit, some of the pressure is off them. What I'm saying is, if you're making detailed down-to-the-pp plans I would personally assume that the cost of the Renaissance might rise to 25pp or even 30pp.
So in order of priority:
Request Start of Renaissance class project, receiving one-off boost of Research Points and go-ahead for some projects, 25pp
Add a Member World Coordination Office under Shipyard Ops, 30pp (allow cooperation with member worlds on ship-building priorities as part of Shipyard Ops turn phase)
Request focused Diplomacy on a potential member species, 10pp (Betazed) (We have an omake reroll coming on them too.)
Request new Starbase I 20pp
Request focused Diplomacy on a potential member species, 10pp (Caitains)
Request expansion of Ana Font Shipyard, 10pp (4 turns, gain 1 new 1m t berth) [Can take multiple times]
Request Academy Expansion, 35pp (Gain +.5 Officers/Enlisted/Techs throughput)
That takes us to 140, which we might well not get to, but I think that Member World Coordination office will open up all sorts of possibilities for getting member world designs and cutting costs by striking deals. The Academy Expansion can probably wait another year. Heck, Betazoid membership probably boosts the Academy at least as much as an expansion, even taking into account their peaceful nature.
Agreed but. If Ablett isn't gone by 2009, we need to push him out. The reason is that our current PC is highly likely to retire at the end of 2310. When we started the new round of FYM she mentioned specifically how draining the job is. We get to pick replacements from the pool of Vice Admirals, meaning they should all be officers of our choosing. I'm not sure that's mechanically necessary, but I vastly prefer it in terms of story control. We want to pick from among people we've chosen. (Which might incldue Sulu if we give him Lachlan's job!)
Let me get back to you on that, once I get my build spreadsheet tweaked to allow for finer control of year-to-year resources
On the other hand, pressing on some of our higher ranking Affiliates like Caitians and Betazoids and Rigellians could move them to membership quickly.
It helps make sure that we are making the right assumptions and that when we design a ship it does what we want it to do. Plus for me at least I love having information, the more (good) info I get the happier I am, though I am an IT orientation.
I considered it (the first version of my plan actually had Starfleet Science Academy on it) but people really want the SIGINT stuff in communications and I don't particularly disagree, that's a priority given what the Cardassians are doing. We might put the Daystorm Institute on it next year for a turn, depending on what if anything unlocks. Or the Starfleet Science Academy and the Andorian Academy picking up Communications once done with the low hanging fruits in shields.@Nix
We should probably put a team on shipboard computing since it's at 22/30. It's not urgent, but it would be nice to have all of those techs
That or at least show the Cardies we're not toothless.Yeah I want to get our counter intel up so we stop getting hit so bad, like that -100 to Sydraxian relations or missing the attack on the Amarki joining ceremony. Daystrom though would finish the other computer side in one year though so depending on what unlocks from finishing two of the computing installation techs.
So you're saying research up to 2,400kt Cruiser Designs then do a Cruiser Design project to make a new 2,400kt Cruiser using the same Saucer and Secondary as the Excelsior? Or are you thinking that a refit program to turn our Excelsiors into Cruisers will appear at that point?A one-quarter delay in starting the ships might be preferable to asking for more resources we don't really need. Is that doable?
Honestly, I see no reason why, by 2320 or so, we couldn't design a cruiser on the Excelsior hull that has less crew AND better stats, given that by that point it'll be a 30-40 year old design we're improving on.
By the way, do you plan on addressing the point that it will take time after we start commissioning Rennies before we can realistically convince the Council we need yet another cruiser?
We do not design refits. We have no input into stats or anything else that comes from them. If a design can be refit, the GM decide what bonuses the refit will give, and when the refit option becomes available.
I honestly think this is just going to be a problem throughout the quest with people constantly not being satisfied with our ship classes and wanting to replace them within 5-10 turns of their creation. Because creating new ship designs isn't that hard, and asking other people to do it for you is EASY.
At some point I think we're just going to have to learn to bite the bullet and have some self-discipline when it comes to introducing new types of ship. We honestly cannot afford to be constantly designing and redesigning our ships, if nothing else because prototyping is going to eat into our RP budget and bickering about the ships themselves is going to eat into our time and energy. We need to wait more like 20 years between new ship classes in the same general category.
Trying to request a third, separate class intermediate between the Renaissance and Excelsior is going to be an awkward political battle (unless we have ample evidence of the Rennie's inadequate size).
Okay, I have done some serious updates to my ship-building spreadsheet. As always, feel free to save your own copy and play with it. (Update list below.) In addition I took at hard look at our past EOY sheets and realized that I was being wildly optimistic about the amount of br/sr we'll get from Captain's Logs as well as the amount we spend on ship repairs. I have drastically reduced yearly "Event" income assumptions accordingly. In addition, taking into account past casualties I am assuming that we lose an average of O-.75, E-.75, T-.75 per year and Oex-.25, Eex-.25, and Tex-.25 per year. You can change that assumption as you please.
Conclusions
1. For the next ten years, we should stagger builds so only 1 Excelsior comes out per year and has to be crewed, with every 4th Excelsior going into the Exploration corps. That means we have no more than 4 Excelsior docks filled at any one time, which means big docks will be available for smaller ships or repairs. That's okay.
2. Cruisers will definitely need to take up a lot of slack for sector "anchor ships".
2. Crew is now the paramount resource limitation. It is critical we do an Academy Expansion next snakepit. Move it high up the priority list. Probably another one a few years after that.
3. A new small dock with be a "nice to have" in a few years but not a crisis priority.
Spreadsheet changes. (@Nix I know you're interested in these.)
1. All fields meant to be entered/altered by the user are now colored green for clarity.
2. On the Stats sheet you can now enter income changes year by year, both one-time changes and permanent changes in their respective columns. Be sure to make the change in the year in which it happens, and it will be added into the followed year's starting resources/start-of-year income. You can see I have an "assumptions" column where you can write why you think things will happen like they will. Income changes will continue to roll over to the following years; you need only note them once in the year in which the change happens.