@OneirosTheWriter
1. How does influence work?
2. Does it carry over?
3. Do we get a set income or do we need to take actions to gain more?
4. Would increased intel work on the Syndicate allow us a better idea of the total impact we need?
Influence is a per-turn capacity, it does not carry over/get exhausted/etc.
Impact is a cumulative value.
It may alter according to progress.
Yes, increased intel would let you know, or how much impact has actually stuck.
 
I struggled on this decision a lot, but eventually I decided we really want that Comprehensive Anti-Syndicate Act. I know it's incredibly expensive, but this is the big Syndicate-busting Act of the 24th century. I think we really need it to get that huge impact and to chase the Syndicate wherever they go. Therefore I think we need to go with Plan Full Court Press and I urge all of you to vote with it as well. I also think that ROE might be a better move than it seems. Prevents the Syndicate doing a "feigned retreat" to lead a ship into a trap, and we know how they love leading people into traps.

[X] Plan Full Court Press
[ ][COUNCIL] Comprehensive Anti-Syndicate Act of 2309 [3 Influence, 5 Impact, -15pp/year while in effect, comprehensive attack]
[ ][ZONE] Stop any ship with a sensor anomaly [1 Influence, 2 Impact]
[ ][CLOSE] Use Andorian and Human units [2 Influence, 4 Impact, -5pp/year, reduces units available for border work]
[ ][OFFICE8] Help purge Orion Union forces [2 Influence, 3 Impact, reduced chance of Orion subversion]
[ ][OFFICE24] Assign two Centaur-As and let them seek and attack installations [2 Influence, 4 Impact, tie down USS Yukikaze and one other Centaur-A]
[ ][ROE] Policing only [0 Influence, 2 Impact]

We will be giving up some nice things with that 20pp per year. We will be giving up Starbases and diplomatic pushes and other wonderful things. But I think this might just be worth it. And we did just pick two Admirals who will be increasing pp by ~20/year. However, this hits the Syndicate for 20 Impact a year. I like that round number for progress towards hitting our target, whatever it might be. (It's probably a round number.) End this as fast as possible and we can stop paying the pp cost sooner.
 
Influence is a per-turn capacity, it does not carry over/get exhausted/etc.

So there's no reason to conserve Influence. That changes things.

[X][PLAN] Skulls For the Skull Throne
-[X][COUNCIL] Anti-Slavery Act of 2309 [1 Influence, 2 Impact, -5pp/year, focus on the security aspects]
-[X][ZONE] Stop any ship with a sensor anomaly [1 Influence, 2 Impact]
-[X][CLOSE] Use Andorian and Human units [2 Influence, 4 Impact, -5pp/year, reduces units available for border work]
-[X][OFFICE8] Help purge Orion Union forces [2 Influence, 3 Impact, reduced chance of Orion subversion]
-[X][OFFICE24] Assign two Centaur-As and let them seek and attack installations [2 Influence, 4 Impact, tie down USS Yukikaze and one other Centaur-A]
-[X][ROE] Open Season [2 Influence, 4 Impact, 2 Militarisation]

All 10 Influence used, 19 Impact, cost is 10pp/year and 2 militarization. Covers all bases in terms of space policing, Orion Union investigation, and direct action against pirate forces.
 
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All 10 Influence used, 19 Impact, cost is 10pp/year and 2 militarization. Covers all bases in terms of space policing, Orion Union investigation, and direct action against pirate forces.

Militarization cost 60pp to reduce. It seems simpler to spend an extra 15pp/year (and this seems unlikely to last more than a few years- wars don't last much longer than that) and hit them with the Comprehensive Anti-Syndicate act but no Open Season. 20-40 pp is cheaper than 2 militarization and Plan Full Court Press gets 20 Impact to your 18. How is Skulls for the Skull Throne better?
 
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[X][PLAN] Heavy Push
While max impact would be good I do not want to give up self defense as part of our ROE. This gives 18 impact, tells our ships to respond in cases of self defense and saves 10 pp compared to maximum impact (and surprisingly as much as I want more PP that really is not a factor to me)
 
Militarization cost 60pp to reduce. It seems simpler to spend an extra 10pp/year (and this seems unlikely to last more than a few years- wars don't last much longer than that) and hit them with the Comprehensive Anti-Syndicate act but no Open Season. 20-40 pp is cheaper than 2 militarization.

We have a wide militarization buffer right now. An increase of 2 isn't something we'll NEED to get rid of anytime soon.
 
Influence is a per-turn capacity, it does not carry over/get exhausted/etc.
Impact is a cumulative value.
It may alter according to progress.
Yes, increased intel would let you know, or how much impact has actually stuck.

when you say per turn do you mean yearly or quarterly? Are there any other quarterly action points coming up which might use/require influence?
 
@Briefvoice just mentioned another benefit I think is best reiterated. From the technologies screen we know the progression tends to go something like 10 >> 20 >> 40 >> 60 >> 80 >> ... ect so having an impact of 20 should mean that it's very efficient in solving the crisis.

The comprehensive anti-syndicate act also means that should the Syndicate's planets fall and they turn to small distributed pirate attacks, which seems rather likely, that the Federation would pursue them until they are well and truly eliminated removing a major criminal threat from Federation space that the Cardassians could exploit to weaken them in the future.
 
There were some early on screw-ups about that, sure, but for the past few weeks @OneirosTheWriter has gotten a lot better about being very consistent on turn-versus-year.
The last time turn ended up meaning year was only 3 days ago...
The only context it actually ever ended up meaning quarter in was for project durations in the snakepit, otherwise it has meant year, month, a specific yearly game phase or combat interval.
 
Summary of plans

          Don't Rock the Boat Get it done. Heavy Push Heavy Impact Full Court Press Build Kaharungi a Throne of Pirate Skulls
Type   Influence Impact Additional Nix Super SonicS ound aledeth Artemis 1992 Derek58 Phoenix89
COUNCIL Security Act of 2309   1   x x        
COUNCIL Anti-Slavery Act of 2309 1 2 -5pp/yr, sec focus   x x    
COUNCIL Anti-Piracy Act of 2309 1 2 -5pp/yr, mil focus          
COUNCIL Comprehensive Anti-Syndicate Act of 2309 3 5 -15pp/yr while in effect, comp attack     x x
ZONE Use sensors, Only stop on direct Intel   1              
ZONE Stop any ship with a sensor anomaly 1 2   x x x x x x
ZONE Stop any ship with an Orion on board 1 3 -5 Rel: non-Affiliates          
ZONE Stop and inspect all traffic 3 4 -5 Rel: all Affiliates, -10 Rel:non-Affiliates      
CLOSE Use Andorian and Human units 2 4 -5pp/year, reduces units available for border work x x   x x
CLOSE Stick with Orion units 1 2 chance of Synd subv x          
CLOSE Rotate Starfleet Assets 2 5 -5 to resp rolls: Amarkia, Andor, CBZ sectors x    
OFFICE8 Help purge Orion Union forces 2 3 reduced chc of Orion subv x x x x x  
OFFICE8 Attempt to infiltrate Syndicate 2 3 increased chc of locating Orion forces       x
OFFICE8 Passive information gathering   1              
OFFICE24 Assign two Centaur-As and let them seek and attack installations 2 4 tie down USS Yukikaze and one other Centaur-A x x x x x  
OFFICE24 Assign runabouts and let them arrest high-profile targets 1 2              
OFFICE24 Assign runabouts and use them to scout   1             x
ROE Policing only   2           x  
ROE Self-Defence or Pursuit 1 3   x x x x    
ROE Open Season 2 4 +2 Militarisation           x

Plan Summaries:
[ ] [PLAN] Don't Rock the Boat
7 Influence, 15 Impact
chance of Syndicate subversion
reduced chance of Orion subversion
tie down USS Yukikaze and one other Centaur-A

[ ] [PLAN] Get it done.
8 Influence, 17 Impact
-5pp/year, reduces units available for border work
reduced chance of Orion subversion
tie down USS Yukikaze and one other Centaur-A

[ ] [PLAN] Heavy Push
9 Influence, 18 Impact
-5pp/year, reduces units available for border work
reduced chance of Orion subversion
tie down USS Yukikaze and one other Centaur-A

[ ] [PLAN] Heavy Impact
9 Influence, 19 Impact
-5 to response rolls of Starfleet ships in the Amarkia, Andor, CBZ sectors
reduced chance of Orion subversion
tie down USS Yukikaze and one other Centaur-A

[ ] [PLAN] Full Court Press
-15pp/year while in effect, comprehensive attack
-5pp/year, reduces units available for border work
reduced chance of Orion subversion
tie down USS Yukikaze and one other Centaur-A

[ ] [PLAN] Build Kaharungi a Throne of Pirate Skulls
10 Influence, 20 Impact
-15pp/year while in effect
-5pp/year, reduces units available for border work
reduced chance of Orion subversion
tie down USS Yukikaze and one other Centaur-A

Although, looking at the structure of the original, we don't have to follow plans. Just vote on specific parts.

Edit: Incorrect, redacted. Thanks, @Briefvoice!
 
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@OneirosTheWriter
Does [T4] 2330s Construction Techniques even do anything by itself for Escorts and Explorers that aren't eating construction time increased from size?
Base Escort Build time: 8Q. T3 Tech lowers that to 7Q and lowers the floor to 7Q. T4 tech runs into the floor. T5 floor dropper lets the T4 tech kick in for 6Q build time and drops to floor to 4Q.
Base Cruiser Build time: 12Q T3 tech lowers that to 11Q (assuming unfavorable rounding) and drops the floor to 10Q. T4 tech it drops to 10Q. T5 floor dropper makes the repeat build bonus work.
Base Explorer Build time 16Q. T3 tech lowers that to 14Q along with the floor. T4 hits the floor. T5 floor dropper brings the floor down to 12Q which lets the T4 tech kick in, but it means that the repeat build bonus tech doesn't do a thing for 4y base build explorers.

What is the threshold for build time increase from size, anyway? 3.1 mt Ambassador - 4 years. 3.2 mt Sovvie - 5 years. 5.0 mt Galaxy - 6 years. 4mt Nebula - 4 years. I'm confused.
 
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