Did Dearre Nixa just perform a field execution?

Edit: NVM, missed the bit at the end. She just point-blanked him on stun.
 
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I think the fact that we are starting to damage syndicate assets beyond just ramping up the impact is a good sign. though I'm a bit worried that our investigation unit is now at half hp.
 
Bradia was an Extreme corruption world-now it's Low? This is a huge victory, even if the planet only has 4 population. Not as important as lowering corruption on the capital, but we've made a lot of progress.

If it doesn't get turned back, things will be even better.
 
2311.Q3 - Ex Astra, Scientia
Personal Log, Vitalia Yukiko Kahurangi, Stardate 24444.6

Strange when I think that I'm working my way through my last chances to make a difference. My last Shipyard Ops meeting, my last time making my presentations to Council. My last time in the Ship Design Bureau steering committee. Now that I know it's coming to an end I feel so panicked. Did I order the right ships? Did I request the right programs? The fruits of what I have started will take years to reveal if I was right or wrong. I want to leave with the best impact upon the organisation I have dedicated my working life to. I want to head off into retirement with a satisfied mind. This last whirlwind of activity is all about that one desire, the one thing I want to take with me.

A satisfied mind.


Computer, End Log



==========================================================

Current RP Pool = 229pt

8pts are required to activate a Tech Team
229 / 8 = 28 rem 5

28 Tech Teams may be activated. Unused rp will carry forward to next year

The following Tech Team assignments are carrying over:

Daystorm Institute : 2320s Mainframes
40 Eridani A Shipyards : 2310s WarpCores
Vulcan Science Academy : 2310s Short-Range Sensors
Weapons Fabrication Division: Early ToC Weapons
Federation Broadcast Service : 2310s Communications
Starfleet Science Academy: 2310s Message Security
Tellar Prime Academy of Mineral Science : 2310s Special Resources
University of Betazed: 2310s Affiliates Research
Spock: 2310s Diplomacy
Generic Team 3: 2310s Escort - Engineering
Generic Team 4 : Primitive Isolinear Computers
Generic Team 1 : 2310s Long -Range Sensors
Starfleet Medical : 2310s Intensive Care
Taves Nar Orbital Engineering : ToC Starbase Design
Utopia Planitia : 2310s Explorer Combat
San Francisco Fleetyards : 2310s Explorer - Science
Generic Team 2: 2310s Explorer - Engineering
Office of Naval Architecture : 2310s Starship Frames


ZERO TEAMS MUST BE DEACTIVATED



[ ][PLAN] Submit a Research Plan, using up to twenty-five Tech Teams (Only changing teams need to be listed)

For an additional +10rp each, an extra Inspiration roll will be applied to a team. Up to five teams may be boosted.
[ ][BOOST] List teams to Boost

For list of tech areas and teams, please see: The State of Play - Research Megapost

A/N: As always, if anyone has a better logo for the more recent teams (CFP R&D + Amash Hagan), all submissions are welcome.
 
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Well, THAT'S a new mechanic.
@OneirosTheWriter
We've got 26 tech teams at the moment. Can we or can we not activate them all? I ask because []PLAN says 25.
 
Plan Continuity:

Computing:
  • Daystorm Institute [Skill 4 Computing/Shields]: 2320s Mainframe Systems [unchanged]
  • Amash Hagan Research Office [Skill 2 Computing/Personal]: [new] -> 2320s Research Centers
  • Generic Team 4 : Primitive Isolinear Computers[unchanged]
Communications:
  • Starfleet Science Academy [Skill 3 Computing/Communciation]: 2310s Message Security [unchanged]
  • Federation Broadcast Service [Skill 2 Communication/Xenopsychology]: 2310s Communications [unchanged]
Warp Tech:
  • Yoyodyne [Skill 4 Warp Tech/Starship Construction] : 2310s Warp Core Safety [complete] -> 2320s EPS Safety
  • 40 Eridani A [Skill 3 Escort Design/Warp Tech]: 2310s WarpCores [unchanged]

Starship Construction:
  • Office of Naval Architecture [Skill 2 Fleet Design/Starship Construction]: 2310s Starship Frames [unchanged]
Personal:
  • Caitian Frontier Police R&D [Skill 2 Personal/Communications] : [new] -> Task [PERSONAL]
Xenopsychology:
  • Spock [Skill 5 Xenopsychology/Sensors]: 2310s Diplomacy [unchanged]
  • University of Betazed [Skill 3 Xenopsychology/Personal]: 2310s Affiliates Research [unchanged]
Sensors:
  • Vulcan Science Academy [Skill 4 Xenopsychology/Sensors] : 2310s Short-Range Sensors [unchanged]
  • Generic Team 1: 2310s Long -Range Sensors [unchanging]
Weapons:
  • Weapons Fabrication Division [Skill 2 Weapons/Starship Design]: Early ToC Weapons [unchanged]
Shields:
  • Andorian Academy [Skill 3 Shields/Communication]: 2310s Deflector Shields [complete] -> Shield Regeneration Project
Minerals:
  • Tellar Prime Academy of Mineral Science [Skill 3 Minerals/Personal]: 2310s Special Resources [unchanged]
Medical:
  • Starfleet Medical [Skill 4 Medical/Personal]: 2310s Intensive Care[unchanged]
Escort Design:
  • Generic Team 3: 2310s Escort - Engineering [unchanged]
Explorer Design:
  • Utopia Planitia [Skill 5 Cruiser/Explorer Design]: 2310s Explorer Combat[unchanged]
  • San Francisco Fleetyards [Skill 3 Explorer Design/Starship Construction]: 2310s Explorer - Science [unchanged]
  • Generic Team 2: 2310s Explorer - Engineering [unchanged]
Starbase Design:
  • Taves Nar Orbital Engineering [Skill 2 Starbase Design/Starship Construction] : ToC Starbase Design [unchanged]

Doctrine:
  • Cdr Kuznetsova's Tiger Team [Skill 4 Fleet Design/Foreign Analysis]: Lone Ranger Way of the Elephant [complete] -> The Mission Unending
  • Admiral Lathriss [Skill 3 Fleet Design/Defensive]: Lone Ranger Way of the Giant [complete] -> Task [DOCTRINE]
Foreign Analysis:
  • Games & Theory Division [Skill 3 Foreign Analysis/Offensive] : Cardassian Research [unchanged]
  • Generic Team 5: Lone Ranger Way of the Anchor [complete] -> Klingon Research
[X] Base Plan Continuity
-[X] Amash Hagan Research Office: 2320s Research Centers
-[X] Yoyodyne: 2320s EPS Safety
-[X] Andorian Academy: Shield Regeneration Project
-[X] Cdr Kuznetsova's Tiger Team: The Mission Unending
-[X] Generic Team 5: Klingon Research

[] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[] [PERSONAL] Caitian Frontier Police R&D: 2310s Personal Protection

[] [DOCTRINE] Admiral Lathriss: Fleet in Being
[] [DOCTRINE] Admiral Lathriss: Forward Defence
 
[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Fleet in Being
[X][BOOST] Vulcan Science Academy


A relatively important project with single tech and a generic team working on it is the ideal use case for boost. Boosts on projects with multiple techs aren't guaranteed to do anything useful and can in some rare cases even delay completion. Calculating how likely a boost is to help would be pretty complicated.


Boosting a skilled team to finish a node a year early is even better though, and we have nearly 20 years to boost isolinear in.
 
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[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[x] [DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy

@Nix
Doesn't it make more sense to use the boost to finish nodes off quicker? Boosting 40 Eridani A or the Vulcan Science academy means they finish the last subtech this turn and can get started on another node next turn instead of the turn after next.
 
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[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy
 
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Lack of rp. Even one boost is a little bit of a risk, but accelerating isolinear computers would be worth deactivating 2 generic teams next year for if it comes to that.
...I completely missed that boosts cost 10rp each. That makes perfect sense.

[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Fleet in Being
[X][BOOST] Vulcan Science Academy
 
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Current RP Pool = 223pt

We should have 189+30+5+5=229rp, not 223.

2310 EOY: 189rp
202 - 192 + 50 + 128 = 189 Research Points

2311.Q1 Captain's Logs: 30rp
Captain's Log, USS Courageous, Stardate 24328.4
...
[Gain +10rp]

Captain's Log, USS Enterprise, Stardate 24328.9
...
[Gain +5pp, +5rp]

Personal Log, USS Miracht, Stardate 24329.0
...
[Gain +10rp]

Captain's Log, USS Sarek, Stardate 24329.8
...
[Gain +35br, +5rp]

2311.Q2.M1 Captain's Logs: 5rp
Captain's Log, USS Miracht, Stardate 24362.8
...
[Gain +5 rp, +25 relations with Gaeni]

2311.Q2.M2 Captain's Logs: 5rp
Captain's Log, USS S'harien, Stardate 24389.2
...
[Gain +5pp, +5rp]

All totals up to 229rp.
 
Lack of rp. Even one boost is a little bit of a risk, but accelerating isolinear computers would be worth deactivating 2 generic teams next year for if it comes to that.
Do you really think that getting Isolinear Computers one turn faster is worth that much?

Edit: Ninja'd.
 
The following teams are down to one path in their tech, and could benefit most from a boost:

Generic Team 4 : Primitive Isolinear Computers[unchanged]

40 Eridani A [Skill 3 Escort Design/Warp Tech]: 2310s WarpCores [unchanged]

Vulcan Science Academy [Skill 4 Xenopsychology/Sensors] : 2310s Short-Range Sensors [unchanged]

Generic Team 1: 2310s Long -Range Sensors [unchanging]
 
I for one, am personally in favor of Fleet in Being-it buffs our installations, and may synergise well with Base Strike in that regard, it increases Home Sector event rates without decreasing border sector event rates, and makes it easier and quicker to build new Explorer and Cruiser classes.

Our offensive doctrine will probably be either Base Strike or Decisive Battle, and I for one, think that the Base Strike doctrine is a better one than the all-or-nothing Mahanian conflict to decide the war. Of course, aircraft carriers aren't in the cards, but I can easily foresee Base Strike helping us to guard our colonies and lash out at our rivals should the need arise.

[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Fleet in Being
[X][BOOST] Vulcan Science Academy
 
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