The inspiration bonus is applied after the regular advancement (and I believe also after event and completion boni) so it never goes to a tech that would have been finished anyway and there was no other tech it could have went to. A bit regrettable that this changed now with Structural Integrity Field Modifications II unlocked.

I assume it could have spilled over to Structural Integrity Field Modifications II instead.
 
I assume it could have spilled over to Structural Integrity Field Modifications II instead.
Pretty sure only techs already unlocked at the start of the turn are eligible for inspiration, a new tech as never gotten it so far and this turn alone there would have been a 3/4 chance one of the new combat doctrine techs could have gotten it if that was not the case.
 
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Ouch. Anyway we can build a dedicated repair yard/drydock? I'd rather not have to put a spammer in our build plans every time we get unexpected battle damage.
 
Ouch. Anyway we can build a dedicated repair yard/drydock? I'd rather not have to put a spammer in our build plans every time we get unexpected battle damage.
We can just build enough Excelsior berths to be able to always keep one free for repairs, just like we have a 1m berth free now.
That's an Industry Project:
Expand Indi Beta Outpost with Ship Repair Berth (4 turns)

We could do it, but not soon enough for the Sarek.
I think that would be like the berths Starbases have, not enough for extensive repairs (we used Starbase 3 for somewhat more moderate repairs to the Courageous).
 
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We can just build enough Excelsior berths to be able to always keep one free for repairs, just like we have a 1m berth free now.

Well, I notice that not all damage requires an appropriate berth. Remember that when the Courageous was damaged it was repaired at a Starbase and didn't need a Shipyard berth.

Not clear to me how likely any given set of battle damage is to need a berth.
 
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There seem to be at least 4 types of repairs with different requirements (words used to describe the severity chosen ad hoc):
  1. Very light, doesn't require any facilities.
  2. Light, just requires a friendly star port (Sarek at the Caitian colony Harper's Mane), about 1 month?
  3. Moderate, requires a Starbase or similar (Courageous at Starbase 3), 3 months
  4. Extensive, requires an appropriately sized shipyard berth (Cheron, Sarek at 40 Eridiani), 6 months+
 
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Well, I notice that not all require requires an appropriate berth. Remember that when the Courageous was damaged it was repaired at a Starbase and didn't need a Shipyard berth.

Not clear to me how likely any given set of battle damage is to need a berth.

Minor to moderate damage can be repair at a star base. Major damage needs a shipyard.
 
No one wants to ask to use that other shipyard?
If we repair at a foreign shipyard we probably can't use a heavy industry team to speed it up, meaning it would take the full 6 months instead of 3. Also we are already going to ask the Armaki for their Flaship next month, two requests in the same month would be a bit awkward.
 
[X][SAREK] Bump 40 Eridani A's Excelsior build to repair Sarek.
[X][NEW] North America Productivity Commission (Earth) - Industry (Heavy) Team
[X][NEW] Andorian Orbit Guard Runabouts - Combat (Recon) Team
 
That's an Industry Project:
Expand Indi Beta Outpost with Ship Repair Berth (4 turns)

We could do it, but not soon enough for the Sarek.

I suspect the Sarek won't be the last ship damaged in this emergency.

I hope the emergency doesn't last another four quarters, but if we used a team to accellerate every month, would that open the berth in four months of actions? Or am I mixing up types of actions?
 
[X][SAREK] Bump 40 Eridani A's Excelsior build to repair Sarek.

[X][NEW] North America Productivity Commission (Earth) - Industry (Heavy) Team
[X][NEW] Andorian Orbit Guard Runabouts - Combat (Recon) Team
 
I think we can start talking about our actions next turn.


-[] [Starfleet Command] Mobilise an Asset (1 turn)
-[] [Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[] [Andorian Civil Service] Mobilise an Asset (1 turn)

It's time for another expansion, and appropriate that each happened shortly after major bad news. We could use another industry team since the one we just recruited is going to be tied down helping with the repairs. I could be convinced to change one mobilization action to something else if there is a good reason.

-[] [Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship
-[] [Andorian Ambassadorial Team] Request Asset from Affiliate - Betazed: more empaths

We need the flagship as replacement for the Sarek, and the Empaths have shown their worth. The experience of sensing the Inflictor, while pretty bad, doesn't seem to have been quite as horrible as feared.

-[][North America Productivity Commission] Go Around The Clock On 40 Eridiani berth 1 (USS Sarek)

Get the Sarek back in service asap.

-[] [Starfleet Engineering Command] Design and Build a Supply of Tachyon Detection Sensors (1 turn)

We will start to distibute them the month after and will have a large-scale Tachyon Detection Network in 3 months, making it much harder for cloaked ships to sneak up on us.

-[] [Starfleet Medical Command] Evacuate Larssen II (15k) to Andor Sector (1 turn)
-[] [Tellarite Mining Expedition] Evacuate RBZ Science Outposts (2 turns)

Continue the evacuation. Unfortunately the Andorian team is out of action, otherwise we would be done in 2 months except for Solitude. Since no teams are available for either task we need not yet decide whether to evacuate Solitude now that it is viable, or continue to fortify it.

-[] [Starfleet Infectious Disease Institute] Biophage Vaccine Research Rush - (1 turn)
-[] [Vulcan Science Academy Detachment] Ship Modifications (1 turn)
-[] [Starfleet Tactical Command - Tiger Team] Biophage Combat Research Rush (1 turn)
-[] [Commodore T'Faer] Suicide Shuttle Countermeasures (1 turn)

Business as usual.

-[] [Starfleet Tactical Command - Runabout Recon Squadron] Scout Neutral Zone Area 4 (2 turn)
-[] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 5 (2 turn)

Continue scouting rimwards, the new team handling the area further away from a known enemy location and likely less dangerous.

-[] [RBZ Fleet - Commodore T'Faer] Own Initiative

Once again T'Faer has made all the right calls.
 
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[X][NEW] Andorian Orbit Guard Runabouts - Combat (Recon) Team
[X][NEW] Starfleet Academy Red Squad Runabouts - Combat (Recon) team

I favour an aggressive approach since not only do we have the clear advantage when it comes to pure military power (if allowed to concentrate it) but I would also rather prevent the enemy from repairing/further growing their ships/fleet. And considering the territory we need to cover, as well as the need to ensure no virus escapes/hides at a different location, I think we could really use more recon teams.
 
[X][SAREK] Bump 40 Eridani A's Excelsior build to repair Sarek.
[X][NEW] North America Productivity Commission (Earth) - Industry (Heavy) Team
[X][NEW] Andorian Orbit Guard Runabouts - Combat (Recon) Team
 
I think we can start talking about our actions next turn.

-[] [Starfleet Command] Mobilise an Asset (1 turn)
-[] [Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[] [Andorian Civil Service] Mobilise an Asset (1 turn)

It's time for another expansion, and appropriate that each happened shortly after major bad news. We could use another industry team since the one we just recruited is going to be tied down helping with the repairs. I could be convinced to change one mobilization action to something else if there is a good reason.

Of the other available Internal Diplomacy actions, we might want to try:
Smooth Over Evacuation Fears (2 turns) - Removes chance that colonies will baulk at evacuation

My understanding is that this is a roll each time we do an evacuation. It's a roll we've been lucky at so far, but the last thing we want is to disrupt a major evacuation.

-[] [Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship
-[] [Andorian Ambassadorial Team] Request Asset from Affiliate - Betazed: more empaths

The other Federation Affiliates we haven't tapped yet include:
Rigellians
Caitians
Risa
Gaeni

I can't even remember who the Gaeni are. Any of them jumping out as having something special to offer?

-[] [Starfleet Engineering Command] Design and Build a Supply of Tachyon Detection Sensors (1 turn)

We will start to distibute them the month after and will have a large-scale Tachyon Detection Network in 3 months, making it much harder for cloaked ships to sneak up on us.

-[] [Starfleet Medical Command] Evacuate Larssen II (15k) to Andor Sector (1 turn)
-[] [Tellarite Mining Expedition] Evacuate RBZ Science Outposts (2 turns)

Continue the evacuation. Unfortunately the Andorian team is out of action, otherwise we would be done in 2 months except for Solitude. Since no teams are available for either task we need not yet decide whether to evacuate Solitude now that it is viable, or continue to fortify it.

We could assign Starfleet Engineering Command to an evacuation rather than building Tachyon Sensors.

-[] [Starfleet Tactical Command - Runabout Recon Squadron] Scout Neutral Zone Area 4 (2 turn)
-[] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 5 (2 turn)

Can't they double-up on an area and do it in one month?

Also, still not sure about leaving Area 2 entirely to the Romulan expedition.
 
Of the other available Internal Diplomacy actions, we might want to try:
Smooth Over Evacuation Fears (2 turns) - Removes chance that colonies will baulk at evacuation

My understanding is that this is a roll each time we do an evacuation. It's a roll we've been lucky at so far, but the last thing we want is to disrupt a major evacuation.
Definitely something to consider if we decide to evacuate Solitude, but I think the fact that we didn't have any problems so far is because all colonies we evacuated were tiny, in obvious and universally understood danger and didn't have any noteworthy defenses. Other than Solitude only the smallest colony is left. The science and listening posts should present no problems in any case.
We could assign Starfleet Engineering Command to an evacuation rather than building Tachyon Sensors.
We could, but other than Solitude the last remaining evacuation is the listening posts, which would mean we'd have neither Tachyon Detection Network nor listening posts. That strikes me as a terrible idea. I will note that evacuating the listening posts only became an option at the same time as the actions for the tachyon detection network (which is why previous evacuation plans didn't account for them).
Can't they double-up on an area and do it in one month?
You'll have to ask Oneiros but I doubt it.
Also, still not sure about leaving Area 2 entirely to the Romulan expedition.
Sending our Runabouts wouldn't exactly help, they'd just get shot down like theirs did.
 
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[X][SAREK] Bump 40 Eridani A's Excelsior build to repair Sarek.
[X][NEW] North America Productivity Commission (Earth) - Industry (Heavy) Team
[X][NEW] Andorian Orbit Guard Runabouts - Combat (Recon) Team

I can't even remember who the Gaeni are. Any of them jumping out as having something special to offer?

They were the newest discovery- notable for having really good science, but not so great engineering. Their ships were poorly put together messes stuffed with highly advanced components from what I recal.
 
They were the newest discovery- notable for having really good science, but not so great engineering. Their ships were poorly put together messes stuffed with highly advanced components from what I recal.
They are noteworthy for having replicators. Them being able to help seems about as good a shot as with the Caldonians. We could ask them the turn after, or even next turn instead of the Betzoids.
 
Are replicators not common in Federation at this point?
As near as I can tell, Replicators appear sometime between 2290 and the start of TNG.

So their creation is within the time frame of our game.

Note that's for the Federation. Replicator technology was seen in the hands of other species in Enterprise, for example. Hence my reference to an 'ancient' matter replicator in the Orion brief.
 
@OneirosTheWriter

Out of interest and I'm not sure if this has been asked already sorry if it has but how does the math operate on the following.

20 / 20 Targeting Computer I (2% weapon weight reduction)
2 / 30 Targeting Computer II (2% weapon weight reduction)

If we had both of these techs would we have an absolute reduction of 4% over baseline or would it be 1*.98*.98

Obviously initially the difference would be very small but eventually it would stack up.
 
@OneirosTheWriter
The front page is not showing Heidi Eriksson's bonus, our completion of the Oberth-class request, or the resulting increase in our maximum Combat Value.

Speaking of maximum combat value, do ships with event or crew based improvement to their combat values count their effective combat value or the class's base combat value when calculating how close we are to the limit? In other words, does Enterprise count as six points (because excelsior-class) or nine points (because Elite Crew gives +3 to final combat value) for the purposes of hitting the limit.
 
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