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.
Fairly sure that only the base combat counts; look at the (outdated) values on the front page: 5*6+5+7*3+4*2+12*3+2*3 = 106 which is the corresponding listed current combat value, and our Explorers already had crew boni by that point.
 
But wow, not sure whether the damage to the Sarek is bad luck or the fact that we didn't lose it completely is good luck.
The one with the real stroke of luck was Courageous, who came within a hair's breadth of eating three shuttles in a wave.

Reinforcements from the Federation or from the Romulans? I assume the latter.
From the Romulans - new Birds of Prey came out of the Shipyards and are being rushed to the front.

@OneirosTheWriter shodnt we have gotten a recon squad update on area 3 this turn since they should have finished that up?
Ah, I thought I had. For what it's worth, the main thing that was sitting in Area 3 was the nom'd colony that you guys found the previous turn.

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.
Basis Points, so it becomes 0.96.

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.
I'll update that soon.

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.

Only the base values count, there's no penalty to better crews.
 
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.

It sounds like the Gaeni might be able to help with some sort of production-related tasks. Perhaps build things faster, if they have industrial scale replicators.

We could ask their help with "Build a Supply of Tachyon Detection Sensors" and maybe finish it a turn faster or something like that. That would be useful.

EDIT: I am kind of all about bringing in as many Affiliates as possible. It's my suspicion that paradoxically, asking for their help during this crisis will make our relationship score with them go up instead of down, as they have more contact with the Federation and its citizens and values.
 
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Ulith III Biophage Crisis - 2304.Q1.M2
Federation News Service, Breaking News, 2303.Q4.M2

After a month of quiet near the Neutral Zone, the last few weeks have seen an outbreak of considerable violence. The USS Sarek was damaged in battle with the Biophage's 'mothership', and partially infected. Anonymous sources have described the scene in the Sarek's damaged primary hull as one of being one of utmost horror, with bodies reshaping before the eyes of their owners and bulkheads reshaping to the Biophage's will. Only the dramatic step of venting Electro-Plasma directly into the affected spaces served to limit the spread.

The Federation and Romulan Star Empire's response to this crisis continues to expand, however, and more ships have made their way to the Neutral Zone on the Romulan side to replace damaged vessels. The push into the hotly contested "Area 2" of the Neutral Zone continues. Grave fears are held for what is believed to be a warp-capable culture that was hidden within the Neutral Zone.

When Starfleet Intelligence was queried about how a warp capable civilisation can spring up unnoticed in the most fiercely watched area in known space, it was suggested that both Starfleet and the Romulans had probably been ascribing those warp signatures to the other side conducting clandestine operations.

The full list of casualties from the month's operations has been released after Next of Kin have been notified.

Killed in Action, USS Sarek, Courageous, and Solitude Outpost, Solitude Orbit Stardate 21431.5

Commander Tichina Allen
Lieutenant-Commander Amanda Aguiar
Lieutenant-Commander Cr'err
Lieutenant-Commander Min-Lee Ho
Lieutenant-Commander Tomás Linhares
Lieutenant Shrobahr Ch'okohrorh
Lieutenant Netterg chim Cluk
Lieutenant Jaquon Griffin
Lieutenant Samuel Macdonald
Lieutenant Alice Pinho
Lieutenant Thozeh Sh'qolloss
Lieutenant Ernst Steinheil
Lieutenant (JG) Italihl Ch'vhatrer
Lieutenant (JG) Karoline Clasen
Lieutenant (JG) Sarah Cole
Lieutenant (JG) Dieter Mannheimer
Lieutenant (JG) Zussav jav Mend
Lieutenant (JG) Isyzo Sh'otaqahr
Lieutenant (JG) Vroriass Zh'vhihrihr
Ensign Lewis Bell
Ensign Ekass Ch'shraothehr
Ensign Kyle Mcdonald
Ensign Ezeze Sh'zhialahr
Ensign T'hong
Ensign Bonass Th'verrin
Ensign Vath
Ensign Christopher Wickler
Ensign Spencer Wilson
Ensign Tette Zh'thialrel
Master Chief Petty Officer Fishlaf blasch Bir
Master Chief Petty Officer Betina Ferreira
Senior Chief Petty Officer Etos Ch'thialat
Senior Chief Petty Officer Angelina Kehlmann
Senior Chief Petty Officer Oseli Sh'shylrarh
Chief Petty Officer John Adams
Chief Petty Officer Rogério Assis
Chief Petty Officer Thebohr Ch'vhothrihr
Chief Petty Officer Gabriel Neves
Chief Petty Officer Glere bav Pivronch
Chief Petty Officer Patricia Wang
Petty Officer 1 Fuch Dessaohk
Petty Officer 1 Koffov Rag
Petty Officer 1 Darryon Rivers
Petty Officer 1 Thraraash Sh'zhohrorh
Petty Officer 1 Sim
Petty Officer 1 Okirahl Th'ivhaolrol
Petty Officer 2 Clairice Freeman
Petty Officer 2 Katie Hill
Petty Officer 2 Fash glasch Khahlam
Petty Officer 2 César Medeiros
Petty Officer 2 Lituth glov Rav
Petty Officer 2 Skukkic
Petty Officer 2 Shuth Wotis
Crewman Kian Anderson
Crewman Agildo Boaventura
Crewman Louis Bowman
Crewman Mogm Braolluw
Crewman Shrov Ch'akaosreq
Crewman Breth blasch Glufan
Crewman Ellie Griffiths
Crewman Jaidu
Crewman Phoebe Lawrence
Crewman Kwan Lee
Crewman Siv
Crewman Seerreno
Crewman Ejhero Sh'vhiallir
Crewman Vosho Sh'zhialis
Crewman Spev
Crewman Cynthia Stein
Crewman T'muk
Crewman T'ro
Crewman Thol Th'arykress
Crewman Shrin Th'chirit
Crewman V'Luck
Crewman Evie Young
Crewman Pallos Zh'ethaalir

End Report

===

State of Emergency, 2304.Q1.M2 (Turn 5 of State of Emergency)
Current Level of Federation Mobilisation: Increased [Up to 16 teams allowed]

You are currently operating in a State of Emergency.

This entails an increased operational tempo (you shift to three month-long mini-turns per Quarter), and an increase to available assets.
These assets usually will require no additional resources from Starfleet, as you are directing the resources of a Federation that does not embrace money. Any additional requirements will be noted on the actions themselves.

This State of Emergency will endure until such time as the cause of the crisis is resolved. In this case, until the Ulith III Biophage no longer poses a threat to the Federation.


Mark of the Beast - Crisis Status Page
Research Mega Post

===

Crisis Projects

Internal Diplomacy

Internal Diplomacy
For communicating with Federation Member Worlds. Use this for managing aspects of your Mobilisation response.

Use teams that have the Internal Diplomacy Team type in order to accomplish these tasks.
  • Mobilise an Asset [Options for activating teams made available] (1 turn)
  • Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
  • Smooth Over Evacuation Fears (2 turns) - Removes chance that colonies will baulk at evacuation
  • Requisition Civilian Shipyards in UFP (2 turns) - Gain access to 4 berths of 1m t size
  • Ask the Federation President to make a recruiting drive (1 turn to complete drive, results seen in 12 turns)
NB: Expanding Federation Mobilisation Level is done to increase the number of allowed teams, reflecting a greater proportion of Federation resources coming under your control.
Research

Research Projects
Here you will be able to research smaller tech projects that are more focused on short-term objectives. Occurs in addition to the Q3 research turn.

Use teams that have the Research Team type in order to accomplish these tasks.
Please be aware that because of how dangerous the Ulith III Biophage is, it cannot be researched normally. Only the Infectious Diseases Institute and the Vulcan Science Academy may research them.
  • Biophage Vaccine Research Rush [REQ: Medical] (1 turn)
  • Biophage Combat Research Rush (1 turn)
  • Suicide Shuttle Countermeasures [REQ: Doctrine] (1 turn)
  • Ship Modifications [REQ: Ship Design] (1 turn)
Please see the Research Mega-post linked above in order to see individual techs.
External Diplomacy

External Diplomacy
Communicate with potential allies and hostiles outside of the Federation Member Worlds.

Use teams that have the External Diplomacy Team type in order to accomplish these tasks.
  • Fast Track Amarki into Member Status (4 turns) [Premature invite may lead to long-term issues]
  • Fast Track Betazed into Member Status (3 turns) [Premature invite may lead to long-term issues]
  • Diplomatic Push on Species (1 turn)
  • Request Asset from Affiliate [Request something, such as the Amarki Flagship, Betazoid empaths] (1 turn) *Does not count against your mobilisation
  • Arrange coordination of Federation and Klingon sensor nets for duration of crisis (3 turns) - ETC 2304.Q1.M1 - Andorian Ambassadorial Team

Civil Engineering Projects

Civil Engineering Projects
Here you will be able to take on engineering or large-scale labour projects. This can range from setting up bases or camps to making improvements to facilities, to carrying out labour-intensive tasks like organising an evacuation.

Use teams that have the Civil Engineering Team type to accomplish these tasks.
Some tasks in the future may require a special sub-type of Civil Engineering team: Civil Engineering (Medical) team. These are basically a sort of field hospital group that has organically attached engineers that are normally used to build hospitals in emergency sites. Actions that require this type of team are marked with "[REQ: Medical]".

[Note that Evacuations can have multiple teams assigned]
  • Create Evacuation Hub on Machado IV, Andor Sector [Improve Evacuation Rolls] (2 turns) - ETC 2303.Q4.M2 - STARFLEET MEDICAL
  • Fortify Indi Beta Outpost (+2 C, +2 S) (2 turns) ETC 2303.Q4.M2- ANDORIAN CIVIL ENGINEERING
  • Fortify Solitude Outpost (+2 C, +2 S) (2 turns)
  • Evacuate Arcori III (25k) to Andor Sector (1 turn)
  • Evacuate Liath V (55k) to Andor Sector (1 turns)
  • Set up Liath V Medical Emergency Camp [REQ: Medical] (1 turn)
  • Evacuate Cygnus Sigma I (30k) to Andor Sector (1 turn)
  • Evacuate Larssen II (15k) to Andor Sector (1 turn)
  • Evacuate Solitude (400k) to Andor Sector (8 turns)
  • Evacuate RBZ Science Outposts (2 turns)
  • Evacuate RBZ Listening Posts (2 turns)
  • Improve Indi Beta Power Generation to support new Shield Emitters (+2 L) (2 turns)
  • Create and deploy makeshift phaser kits on ten cargo ships (4 turns) [Become Combat 1 and can take a last-ditch shot in own defence]
  • Deploy large-scale Tachyon Detection Network [REQ: Build Tachyon Detection Sensors action complete] (2 turns)
Industry Projects

Industry Projects
Here you will be able to commence heavy industry projects such as major construction, expansion of resources, and other similar tasks. Set up new outposts, build heavy facilities, aid shipbuilding, or other things requiring large-scale industry.

Use teams that have the Industry Team type to complete these tasks.
Some tasks require a special sub-set of industry teams: "Industry (Heavy) Team". These are marked with "[REQ: Heavy]". These teams have direct access to heavy industrial processors to do particularly large-scale, bulk work.
  • Design and Build a Supply of Tachyon Detection Sensors (1 turn)
  • Crash Build Outpost I (Pick Where) (3 turns)
  • Crash Build Starbase I (Pick Where) (12 turns)
  • Expand Indi Beta Outpost with Ship Repair Berth (4 turns)
  • Go Around The Clock On a Shipyard Berth (Pick Which) [Ship build/repair proceeds at double pace for duration] [REQ: Heavy] (3 turns)
  • Ad-Hoc Shipbuilding Order [REQ: Heavy] (1 turn) - Vote for new shipbuilding will appear in results post
  • Design and Build Armoured Freighter for use in RBZ [REQ: Heavy] (12 turns)
  • Improve the Machado IV Evacuation Center with Shield Emitters (L3) (3 turns)
  • Build second Starfleet Runabout Patrol Squadron (6 turns)
Combat

Combat Projects
Here will be options to order major offensives (if you have a known target) and issue missions to special strategic assets

Use teams that have the Combat Team type in order to accomplish these tasks.
Some combat tasks require special skills and can only be performed by teams that have the Demolitions sub-type. Other require the Recon sub-type.
  • Deliver Tricobalt Devices to Explorer-Grade ships in RBZ (2 turns) (Allows infection to be cleared from a planet in rapid time, in case the fleet is losing ground to the Biophage)
  • Scuttle an Installation (Pick which installation to destroy) [REQ: Demolitions] (1 turn)
  • Scout Neutral Zone Area 6 [Scouts Area closest to Klingon Border] [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 5 [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 4 [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 3 [REQ: Recon] (2 turn) - LAST SCAN - 2304.Q1.M1
  • Scout Neutral Zone Area 2 [REQ: Recon] (2 turn)
  • Scout Neutral Zone Area 1 [Scouts Affected Area furthest Coreward] [REQ: Recon] (2 turn) - LAST SCAN - 2303.Q4.M2


Fleet Tasks
RBZ Fleet

Here you can set overall orders to your fleet in the Romulan Border Zone, and Commodore T'Faer.

Fleet Priority: Patrolling
Fleet Priority: Refugee Escorting
Fleet Priority: Defend Outposts
Fleet Priority: Hunt the Miracht
Fleet Priority: Own Initiative - CURRENT



Crisis Teams
Starfleet Command Internal Diplomacy Team/Research (Doctrine) Team
Federation Emergency Council
Internal Diplomacy Team
Andorian Ambassadorial Team External Diplomacy Team
Starfleet Engineering Command Industry Team/Civil Engineering Team
Andorian Civil Engineering Team Civil Engineering Team
Starfleet Medical Command Civil Engineering (Medical) Team
Starfleet Infectious Disease Institute [Able to Perform Biophage Research] Research Team/Civil Engineering (Medical) Team
Starfleet Tactical Command - Tiger Team Research (Doctrine) Team
Starfleet Tactical Command - Runabout Recon Squadron Combat (Recon) Team
Commodore T'Faer Research (Doctrine) Team
Tellarite Mining Expedition 1 Civil Engineering Team / Combat (Demolitions) Team
Vulcan Science Academy Detachment Research (Any) Team
Federation Diplomatic Service External Diplomacy Team
Andorian Civil Service Internal Diplomacy Team
North America Productivity Commission (Earth) Industry (Heavy) Team
Andorian Orbit Guard Runabouts Combat (Recon) Team
Teams in BOLD are occupied with an ongoing task. Teams in RED are out of action due to damage.

Starfleet & Allied Fleet Groups

RBZ Fleet - Commodore T'Faer Available (RBZ) 3 Excelsior, 1 Constellation, 2 Centaur, 2 Miranda, Betazed Empaths, 1 Oberth
Quarantine Fleet Under Romulan Command (FBZ) 1 Excelsior, 1 Heavy Warbird, 5 Bird of Prey, 2 D7 Cruiser
===

Use teams to accomplish tasks that match their type. In other words, if you want to accomplish a Civil Engineering action, assign a team with the Civil Engineering Team type. If you want to accomplish an External Diplomacy action, assign a team with the External Diplomacy Team type. Some actions are special, and require a particular sub-type. Teams that have a sub-type can still accomplish all normal actions of that type, but can also accomplish special actions. For example, if you want to do an Industry action like building armoured freighters, which requires the Heavy sub-type, you need to use a team that is marked Industry (Heavy) Team, such as the Earth Industrial Concerns team.

Research can be accomplished by any team, but will progress faster if they have the same specialty. The exception is Biophage research, will will cause any team that isn't the Infectious Diseases Lab or the Vulcan Science Academy to be eaten, so don't do it :(

A multi-turn task will continue until complete. Some tasks will involve dice rolls behind the scenes, some tasks will be automatic-successes.

At present you have a small portion of the full assets of the United Federation of Planets, mainly your quick response Starfleet assets, and nearby Andorian ready assets. You may recruit more teams via Internal Diplomacy, which is effectively requisitioning units. The Federation Emergency Council has arbitrary authority, and any mobilisation it makes will be automatically successful.




===

To vote, simply start looking for the actions that you want to take in this turn, then look to see what teams you have that match those actions. Then list down the teams and the actions that you are assigning them. If you don't want to give a team an action and just have them cool their heels for a while, that's fine.

For example...

[ex] Plan Name
Starfleet Engineering Command - Evacuate Arcori III
Runabout Recon Team - Scout Neutral Zone Area 1
Starfleet Command - Mobilise an Asset

And so on!
 
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Suggestion. In light of the... potential base of opperations for the infection in sector 2:... useing onenof the combat teams to deliver tricobalt devices might be advisable instead of reckoning a sector.
Also, if the player base insist on useing both as scouting actions... go with sector 6 and 4. 6 is in a better position to do damage then 5, so save 5 for last.
 
Starfleet & Allied Fleet Groups

RBZ Fleet - Commodore T'Faer Available (RBZ) 3 Excelsior, 1 Constellation, 2 Centaur, 2 Miranda, Betazed Empaths, 1 Oberth
Quarantine Fleet Under Romulan Command (FBZ) 1 Excelsior, 1 Heavy Warbird, 5 Bird of Prey, 2 D7 Cruiser
Shouldn't it be 2/1 Excelsiors as we only had the Exploration Corps Excelsiors plus the one from Sol, and the Sarek is being repaired?
 
[x] Plan Recruiting Drive
-[x][Starfleet Command] Ask the Federation President to make a recruiting drive (1 turn to complete drive, results seen in 12 turns)
-[x][Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[x][Andorian Civil Service] Mobilise an Asset [Options for activating teams made available] (1 turn)
-[x][Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship (1 turn)
-[x][Andorian Ambassadorial Team] Request Asset from Affiliate - Gaeni: inform and ask if they have anything to offer (1 turn)
-[x][Starfleet Engineering Command] Design and Build a Supply of Tachyon Detection Sensors (1 turn)
-[x][Tellarite Mining Expedition 1] Evacuate Larssen II (15k) to Andor Sector (1 turn)
-[x][Starfleet Medical Command] Evacuate RBZ Science Outposts (2 turns)
-[x][Starfleet Infectious Disease Institute] Biophage Vaccine Research Rush - (1 turn)
-[x][Starfleet Tactical Command Tiger Team] Biophage Combat Research Rush (1 turn)
-[x][Commodore T'Faer] Suicide Shuttle Countermeasures (1 turn)
-[x][Vulcan Science Academy Detachment] Ship Modifications (1 turn)
-[x][North America Productivity Commission (Earth)] Go Around The Clock On 40 Eridiani berth 1 (USS Sarek) (3 turns)
-[x][Starfleet Tactical Command Runabout Recon Squadron] Scout Neutral Zone Area 4 (2 turns)
-[x][Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 5 (2 turns)
-[x][RBZ Fleet - Commodore T'Faer] Own Initiative

I think we should take advantage of the opportunity to stage a recruiting drive - it'll benefit us long-term. That being said, it won't do anything to address the current crisis, so I could see pretty easily why you might want to just mobilise another asset instead.

Oneiros: Can we assign multiple teams to the same job to get it completed faster?
 
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I'm not even sure if we CAN double mobilize this turn - we're at 16 teams active, which is our limit.
 
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I think we should take advantage of the opportunity to stage a recruiting drive - it'll benefit us long-term. That being said, it won't do anything to address the current crisis, so I could see pretty easily why you might want to just mobilise another asset instead.

I am not good with that. I believe this crisis will be over in less than 12 turns, so we would be doing nothing but using a disaster for naked opportunism. It's beneath us.

[X] Plan Double Exploration Double Help
-[X] [Starfleet Command] Mobilise an Asset (1 turn)
-[X] [Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[X] [Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship
-[X] [Andorian Civil Service] Smooth Over Evacuation Fears (2 turns)
-[X][North America Productivity Commission] Go Around The Clock On 40 Eridiani berth 1 (USS Sarek)
-[X] [Starfleet Engineering Command] Design and Build a Supply of Tachyon Detection Sensors (1 turn)
-[X] [Starfleet Medical Command] Evacuate Larssen II (15k) to Andor Sector (1 turn)
-[X] [Tellarite Mining Expedition] Evacuate RBZ Science Outposts (2 turns)
-[X] [Starfleet Infectious Disease Institute] Biophage Vaccine Research Rush - (1 turn)
-[X] [Vulcan Science Academy Detachment] Ship Modifications (1 turn)
-[X] [Starfleet Tactical Command - Tiger Team] Biophage Combat Research Rush (1 turn)
-[X] [Commodore T'Faer] Suicide Shuttle Countermeasures (1 turn)
-[X] [Starfleet Tactical Command - Runabout Recon Squadron] Scout Neutral Zone Area 4 (2 turn)
-[X] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 4 (double-up on scouting for 1 turn finish) (2 turn)
-[X] [RBZ Fleet - Commodore T'Faer] Own Initiative
 
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I am not good with that. I believe this crisis will be over in less than 12 turns, so we would be doing nothing but using a disaster for naked opportunism. It's beneath us.
Fair enough.
I'll note, though, that the Andorian Ambassadorial Team isn't available.
 
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[ ] Plan Double Exploration Double Help
Internal Diplomacy
-[ ] [Starfleet Command] Mobilise an Asset (1 turn)
-[ ] [Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[ ] [Andorian Civil Service] Smooth Over Evacuation Fears (2 turns)
Research
-[ ] [Starfleet Infectious Disease Institute] Biophage Vaccine Research Rush (1 turn)
-[ ] [Starfleet Tactical Command Tiger Team] Biophage Combat Research Rush (1 turn)
-[ ] [Commodore T'Faer] Suicide Shuttle Countermeasures (1 turn)
-[ ] [Vulcan Science Academy Detachment] Ship Modifications (1 turn)
External Diplomacy
-[ ] [Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship (1 turn)
Civil Engineering Projects
-[ ] [Tellarite Mining Expedition 1] Evacuate Larssen II (15k) to Andor Sector (1 turn)
-[ ] [Starfleet Medical Command] Evacuate RBZ Science Outposts (2 turns)
Industry Projects
-[ ] [Starfleet Engineering Command] Design and Build a Supply of Tachyon Detection Sensors (1 turn)
-[ ] [North America Productivity Commission (Earth)] Go Around The Clock On 40 Eridiani berth 1 (USS Sarek) (3 turns)
Combat Projects
-[ ] [Starfleet Tactical Command Runabout Recon Squadron] Scout Neutral Zone Area 4 (1 turn with help)
-[ ] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 4 (1 turn with help)
Busy or Inactive
-[ ] [Andorian Ambassadorial Team]
-[ ] [Andorian Civil Engineering Team]
Fleet Command
-[ ] [RBZ Fleet - Commodore T'Faer] Own Initiative

Reorganized it a bit, to align the sections together, but otherwise the same.

Edit: changed my vote later in the postings
 
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I am not good with that. I believe this crisis will be over in less than 12 turns, so we would be doing nothing but using a disaster for naked opportunism. It's beneath us.
[X] Plan Double Down and Hold the Line

Good point, changing my vote.
 
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So @OneirosTheWriter said that we can make Evacuation efforts go faster by doubling up on them. In that case, it may actually be practical to start evacuating Solitude two turns after this one.

Civil Engineering Teams:
Andorian Civil Engineering Team (back next turn)
Starfleet Engineering Command (will be occupied this turn and next with Tachyon Detectors)
Starfleet Medical Command (will be occupied this turn and next with evacuating RBZ Science Outposts)
Tellarite Mining Expedition (will be occupied this turn with Evacuate Larssen II)

Evacuating Solitude takes 8 turns, so basically 0/8. If we put all four of our civil engineering terms on it, we could do it in two turns.

2303.Q4.M3 (next turn)
Andorian Civil Engineering and and Tellarite Mining team up to evacuate the RBZ Listening Posts in 1 turn just as the Taychon Detectors are completed.

2303.Q4.M4 (turn after next)
All Four teams start evacuating Solitude

2303.Q4.M5
All Four teams finish evacuating Solitude

At this point everyone that can be evacuated is is out of the Neutral Zone area, and we've done it all in four turns (including this one). I like it!
 
I would think they would become another core world, so more bulk resources, special resources, research points, and political will per year.

Hopefully max combat would go up too, given the need for a defence fleet for each core world.
 
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