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Fairly sure that only the base combat counts; look at the (outdated) values on the front page: 5*6+5+7*3+4*2+12*3+2*3 = 106 which is the corresponding listed current combat value, and our Explorers already had crew boni by that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.
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.
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.
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
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.
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)
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
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]
1 Excelsior, 1 Heavy Warbird, 5 Bird of Prey, 2 D7 Cruiser
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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
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.
[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?
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
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.
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.
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!
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.
Start raising their diplomatic relations with the same roll that happens during Snakepit Fed Council turns. The higher it is, the easier it is to do the membership fast-tracking without lingering issues.
Start raising their diplomatic relations with the same roll that happens during Snakepit Fed Council turns. The higher it is, the easier it is to do the membership fast-tracking without lingering issues.
And what kind of benefit does having more Federation members provide? I mean, I can imagine all sorts of things but I don't know how exactly you'd implement it.