- Location
- Mid-Atlantic
I wonder how the Klingons would respond to that.
What laws of war?Depends on the accepted laws of war. If they are doing it on a resisting populace they may have cause depending on the severity of the strikes. If on a non resisting one they are breaking acceptable rule on holding the orbitals.
Dont do to them what you dont want them to do to you.What laws of war?
I mean, seriously, Earth's laws of war as we know them are the product of a broadly uniform cultural framework, of wars fought with more or less similar technology (everyone uses incendiary bombs, for a long time everyone used land mines, but no one seriously uses true bioweapons) under similar circumstances, by a species with certain biological imperatives, in similar ecological circumstances (where things like food and habitable land are usually plentiful, tending to avert 'life is cheap' mentalities).
It's very unlikely that all species or even most actually have a consensus definition of what the laws of war are.
Not so simple. TBG civilian interstellar travel is rare, expensive, and slow.Regarding the Licori, I think a lot of the issues will be resolved when they join the Federation. The main reason for this is because the lower classes can go where ever they want now, meaning that the Licori have to have relative parity in their treatment of the lower class, or the lower class will just leave.
I think it's called the Stationary Bandit Problem? They have to treat them well enough that tolerating them is less of a hassle than moving somewhere else.
I suppose it could end in bloody revolution, but I like to think that the FDS would make enough preparations to avoid that.
Not so simple. TBG civilian interstellar travel is rare, expensive, and slow.
Let me rephrase that. In TBG interstellar travel is stupid rare per capita.If it were that rare, that expensive, and that slow, the Licori would not be at war. Because piracy would not be commercially viable due to lack of targets and inability to sell loot.
Alternatively, they're broken by people who simply take for granted that all fights are knife fights.Dont do to them what you dont want them to do to you.
You pull a knife in a fist fight, be prepared to be stabbed. Glass a planet, expect your planets to be glassed.
I would say that some rules or unspoken agreements arise naturally.
And then are broken by the sufficiently desperate/powerful assholes thinking that they are beyond retaliation, but some understandings should be there.
The trick is, we can't get the Licori all the way into the Federation without resolving the gross economic injustices and (more to the point) the laws that enforce slavery or second-class citizenship on most of the Licori species. We can either wait for those tags to go away on their own, which is likely to take several decades given the rate at which tags spontaneously resolve... Or we can set a task force on the job.Regarding the Licori, I think a lot of the issues will be resolved when they join the Federation. The main reason for this is because the lower classes can go where ever they want now, meaning that the Licori have to have relative parity in their treatment of the lower class, or the lower class will just leave.
I think it's called the Stationary Bandit Problem? They have to treat them well enough that tolerating them is less of a hassle than moving somewhere else.
I suppose it could end in bloody revolution, but I like to think that the FDS would make enough preparations to avoid that.
Right, but that does require us to actually put effort into clearing those tags, which we have so far not seen fit to do. We had other priorities, which is fine- but the Licori will remain more or less as they are now if we don't actively work to change them.People should stop worrying about the Licori. They literally have a tag called "Unequal Feudal Society" that needs to be resolved before membership. In the process of clearing that tag, their society will see change. Enough said.
I suspect that civilian ships are actually comparatively numerous precisely because they are so slow. Civilian ships use less of the advanced SR-hungry technology that goes into warships, and are correspondingly much slower and less capable... but it's hard to build much of a trading economy around ships that take several months to get where they're going. I mean, you CAN, but the trick is that to maintain any kind of a supply chain you need a whole lot of ships running back and forth. You can't just have a couple of ships a year sailing back and forth like the Manila Galleon unless your entire 'trade' schema reduces to "import giant blobs of treasure in exchange for a pittance, profit from hawking the random infusions of treasure." And industrialized economies usually don't work that way.Let me rephrase that. In TBG interstellar travel is stupid rare per capita.
Non military ships can cross a map square in two months I think? Or a month.
Now, think of how many freighters and space liners various polities have, and how big those are.
Largest supertankers can transport about 300kt of oil, for comparison.
Military ships are much faster, but also needed elsewhere generally, are far more expensive, and have vastly less space for people then freighters and liners, relatively.
My draft rules for the very incomplete '2235 game' just abstract everything out; a ship of a given tonnage with given technology can have X points of stats, and no one stat can exceed a cap defined by the ship's weight class and (other technology). You can, in principle, design a ship with a pocket calculator if you know what the available tech gives you as input parameters.I'll admit, I'm tempted to move the ship design to a point buy system. Ship hulls would have a certain number of Ship Points for you to play with, with the weapons, automation, ect. tech changing the point cost of appropriate stats. With, of course, options to buy extra points for more SR. It would have the benefit of being far easier to scale up and down the size chart, and for application to abnormal situations like runabout squadrons.
We had something a lot like point buy for stats.I'll admit, I'm tempted to move the ship design to a point buy system. Ship hulls would have a certain number of Ship Points for you to play with, with the weapons, automation, ect. tech changing the point cost of appropriate stats. With, of course, options to buy extra points for more SR. It would have the benefit of being far easier to scale up and down the size chart, and for application to abnormal situations like runabout squadrons.
Right, but that does require us to actually put effort into clearing those tags, which we have so far not seen fit to do. We had other priorities, which is fine- but the Licori will remain more or less as they are now if we don't actively work to change them.
I seem to be the only person in the thread who thinks the research system is fun. I really enjoy looking through the research tree, seeing all the techs we could get, what events or other parts of the game each new tech could affect, and how we're slowly advancing through them. Ironically, I've kinda got the opposite problem Forgothrax has: If it wasn't for needing to know from the SDB what ship parts we need to go for, I would be able to make a complete research plan by myself.
Maybe it would be possible to split those? So we might have:My issue is that parts is a massive headache to do research timing for. Because we need to time parts to complete for specific dates and such, it's like... gaaaahhh. Non-parts research is relatively simple and super fun, I would agree
Maybe it would be possible to split those? So we might have:
- general research, for non-parts and breakthrough techs (isolinear, pArrays etc.)
- 'refinement' research, where existing parts get improved on a predictable basis
So, once we develop production isolinear computers, for example, that gets spun off into developing Mk II, III, IV versions etc. in a separate system
The point would be to replace a large part of the more complex system with a less complex one, but still keep the more complex one where it appears to be more desirable.I don't think introducing more systems is the best way to reduce complexity, which is the point of this exercise.
Okay. The thought in my mind wasn't "we have done literally nothing about the Licori." It was more "we haven't specifically put a task force on them."... You have GOT to be shitting me, SJ. C'mon. We've put pushes on them 5 out of the last 6 Snakepits and there's a massive taskforce working on the tags that are blocking us from working on societal issues and affiliating them. There literally isn't anything else we can do.
It's not still a thing. Strikethrough just occasionally doesn't come through properly when copy-pasting.Hm, one question for @OneirosTheWriter . Is the "Uncontrolled Mentats" tag still a thing? I thought that was originally put in as a 'tag you already cleared with the Licori War forcing them to exercise mentats control and stop saying 'mentats don't kill people, superweapons being fired at people kill people.''
On the Breen issue, it might at least be worth looking into whether we can solve some of the Klingon mercenary issue by hiring as many as we can find and then pointing them at Breen space. At the very least that would make a decent next step short of entering the war ourselves if the Breen do something that requires us to escalate, and should thin out the number of Klingons who didn't get their fill of fighting during the Klingon-Romulan War.
They'd be sent into Breen space, actually.Sending Klingon mercs into Romulan space while they are on a war footing - I can see no way that this would go wrong ...
"If we don't hire them, somebody else will. Like, for example, the Breen."Sadly, certain short-sighted members of the Federation Council would probably refuse to approve our very reasonable "hire Klingon mercenaries" budget line.
"If we don't hire them, somebody else will. Like, for example, the Breen."
I mean, they're already in the region anyway thanks to the Coreward War. Redirecting them to useful purposes lessens the chance of them doing something we don't want them to do, and removes one of the factors that helped cause the war in the first place.