By the way, could we get some more people voting? Unlike the last few votes we don't have a clear lead yet.

Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 87 | Sufficient Velocity
##### NetTally 1.7.4

[X] Plan Double Down and Hold the Line
-[X] [Starfleet Command] Mobilise an Asset (1 turn)
-[X] [Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[X] [Andorian Civil Service] Mobilise an Asset (1 turn)
-[X] [Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship
-[X] [Andorian Ambassadorial Team] Request Asset from Affiliate - Gaeni: inform and ask if they have anything to offer
-[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 (2 turn)
-[X] [RBZ Fleet - Commodore T'Faer] Own Initiative
No. of Votes: 4

[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][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
No. of Votes: 1

[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
No. of Votes: 1

[X] Plan Double Exploration Double Help Bugfix edition
-[X] [Starfleet Command] Mobilise an Asset (1 turn)
-[X] [Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[X] [Andorian Civil Service] Smooth Over Evacuation Fears (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] [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
-[X] [Starfleet Medical Command] Evacuate Larssen II (15k) to Andor Sector (1 turn)
-[X] [Tellarite Mining Expedition 1] Evacuate RBZ Science Outposts (2 turns)
-[X] [Starfleet Engineering Command] Design and Build a Supply of Tachyon Detection Sensors (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 (1 turn with help)
-[X] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 4 (1 turn with help)
-[X] [Andorian Civil Engineering Team]
-[X] [RBZ Fleet - Commodore T'Faer] Own Initiative
No. of Votes: 1

[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
-[x] [Andorian Civil Service] Smooth Over Evacuation Fears (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] [Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship (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 Engineering Command] Design and Build a Supply of Tachyon Detection Sensors (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 (1 turn with help)
-[x] [Andorian Orbit Guard Runabouts] Scout Neutral Zone Area 4 (1 turn with help)
-[x] [Andorian Ambassadorial Team]
-[x] [Andorian Civil Engineering Team]
-[X] [RBZ Fleet - Commodore T'Faer] Own Initiative
No. of Votes: 1

Total No. of Voters: 8

The differences between the plans basically boil down to the third internal diplomacy action. Options are:
  • Recruit another team to help with scouting or building stuff.
  • Try out the recruiting drive action that will only have results after 12 months.
  • Soothe the fears of Vulcanian civilians so that more of them will accept evacuation from a place we are going to defend there is a good argument for defending anyway.
 
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I'll admit I'm tempted to use the crisis to further diplomatic efforts for people to join the federation, I'd quite like for instance to use a diplomatic push on the betazoid.

That said though I'm going to vote [X] Nix
 
I'll admit I'm tempted to use the crisis to further diplomatic efforts for people to join the federation, I'd quite like for instance to use a diplomatic push on the betazoid.

That said though I'm going to vote [X] Nix
That would be an external diplomacy action, but we were warned about long term issues if we do that. Also I think your vote needs to be at the start of a line.
 
[X] Plan Double Down and Hold the Line
-[X] [Starfleet Command] Mobilise an Asset (1 turn)
-[X] [Federation Emergency Council] Expand Federation Mobilisation Level [Federation Council Only] (1 turn)
-[X] [Andorian Civil Service] Mobilise an Asset (1 turn)
-[X] [Federation Diplomatic Service] Request Asset from Affiliate - Amarki: Flagship
-[X] [Andorian Ambassadorial Team] Request Asset from Affiliate - Gaeni: inform and ask if they have anything to offer
-[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 (2 turn)
-[X] [RBZ Fleet - Commodore T'Faer] Own Initiative

I've been wondering if ships assigned to member world sectors are kept at environmental settings that match that world, and are mostly crewed by that species. Explorers are the ones with the truly diverse crews where everyone is too busy dodging disruptors and photon torpedoes to complain about the (ship-board) weather.
We do know that even in Starfleet there are ships that are crewed primarily by one species. In TOS there's one Constitution (Intrepid IIRC) that's crewed by Vulcans, in a FASA module there's an all-Andorian constitution, Vulcans later have the T'Kumbra etc.

I would suspect aside from single-species ships there's likely several 'environmental categories' and ships set at that level you can be assigned to. So if say, Category A is comfortable for Humans, Betazoids, and Tellarites, then they (generally) end up on ships with that rating. Category B might be Vulcan or Cardassian, Category C Caitian and Andorian, etc. Note these are completely hypothetical.

Of course I say generally. There's always going to be some poor Vulcan stuck on an Andorian/Caitian friendly ship who is practically fucking dying but stuck there because he's the only one with the skill set the ship needs.

With the explorers I agree -- they probably just deal with it because who the fuck is going to turn down an assignment to an Excelsior because the internal temp isn't right for you precious snowflake self?

@Iron Wolf and I have discussed that most worlds still have their planetary forces on hand, which is where most of their people serve, (Like the all Vulcan ships that pop up here and there) and the Starfleet is the "Federal" force. Which is why after Wolf 359 about 40 ships are seen as a huge loss, but during the Dominion war they loose hundreds without it being crippling.
Specifically since the Federation is often Space-USA, I view member world fleets and forces as being more like the National Guard than the member-state armies of the European Union, which is another popular interpretation. I figure these units either use mostly Starfleet equipment or stay close to home, hence explaining why we never see a distinctly Andorian battlecruiser after Enterprise.

I figure more EU-style and less standardized would be more appropriate in the era from the end of Enterprise to early TOS (so something like 2170 - 2240).
 
That would be an external diplomacy action, but we were warned about long term issues if we do that. Also I think your vote needs to be at the start of a line.

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)
I'm talking about using diplomatic push rather than fast track.

edit: IIRC there are members of the UFOP that have distinctly different biology and can't serve on ships that are mixed race
 
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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)
I'm talking about using diplomatic push rather than fast track.

Perhaps we could push on both Amarki and Betazed in the coming turns, we are after all borrowing stuff from them.
 
The differences between the plans basically boil down to the third internal diplomacy action. Options are:
  • Recruit another team to help with scouting or building stuff.
  • Try out the recruiting drive action that will only have results after 12 months.
  • Soothe the fears of Vulcanian civilians so that more of them will accept evacuation from a place we are going to defend anyway.

Or alternately, a place we are not going to defend anyway. I've been thinking about it, and I see now reason to preserve the Solitude shipyards. What do you want to do with them? Why do you want to keep the outpost running?
 
Perhaps we could push on both Amarki and Betazed in the coming turns, we are after all borrowing stuff from them.
Sure, but after we talked to all other affiliates as well. The Caitians or Rigellians might have something useful, they seem to have ships and/or colonies all over the place. Risa probably not, except maybe their weather control can be used for something?
Or alternately, a place we are not going to defend anyway. I've been thinking about it, and I see now reason to preserve the Solitude shipyards. What do you want to do with them? Why do you want to keep the outpost running?
The outpost has sensors for detecting cloaked ships and pretty significant combat power. The shipyards can be used to repair Oberth's. But most importantly if we abandon it we also need to scuttle everything, which would hurt long term.
 
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It's a decent staging ground for the neutral zone.

In what sense? We already have plenty a spare 1mt dock and can requisition more easily with actions. Solitude's yards aren't big enough to repair an Excelsior, which would be the big concern. We already have a fortified evacuation outpost for the Neutral zone and plenty of detectors. What are you looking to "stage" from Solitude?
 
In what sense? We already have plenty a spare 1mt dock and can requisition more easily with actions. Solitude's yards aren't big enough to repair an Excelsior, which would be the big concern. We already have a fortified evacuation outpost for the Neutral zone and plenty of detectors. What are you looking to "stage" from Solitude?
It's in the area where the territories of the three great powers meet, one of the most strategically important ones in the galaxy. Do you think it's a coincidence that the Romulans have a starbase on the opposite site of the neutral zone, but no where else in their federation border zone?
Solitude would be a staging ground for any intervention in a Klingon-Romulan war, on either side, to give a concrete example. It would also be useful in a 1-on-1 war against either power, and critical in a war against both (which will hopefully never happen).

In the current crisis Solitude is also critical for intercepting attacks against our friends the Caldonians, being right between them and the infected area.

By the way, I adjusted the vote summary, are you happy now?
 
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It's in the area where the territories of the three great powers meet, one of the most strategically important ones in the galaxy. Do you think it's a coincidence that the Romulans have a starbase on the opposite site of the neutral zone, but no where else in their federation border zone?
Solitude would be a staging ground for any intervention in a Klingon-Romulan war, on either side, to give a concrete example. It would also be useful in a 1-on-1 war against either power, and critical in a war against both (which will hopefully never happen).

Huh. We may be thinking about evacuations differently. I assume that these evacuations are "for the duration of the crisis" and that the intent is for everyone to move back once the Biophage is dealt with once and for all. Are you thinking of them as permanent?
 
Huh. We may be thinking about evacuations differently. I assume that these evacuations are "for the duration of the crisis" and that the intent is for everyone to move back once the Biophage is dealt with once and for all. Are you thinking of them as permanent?
We either keep defending or we evacuate and scuttle. We don't want the Inflictor to get their hands on even more federation tech after all. Scuttling such an important outpost would be a real shame, particularly when we could instead further strengthen the defenses for a similar action cost and benefit from that long term. Sure, we could rebuild it later, but that would be expensive.
 
We either keep defending or we evacuate and scuttle. We don't want the Inflictor to get their hands on even more federation tech after all. Scuttling such an important outpost would be a real shame, particularly when we could instead further strengthen the defenses for a similar action cost and benefit from that long term. Sure, we could rebuild it later, but that would be expensive.

Or a middle ground, where it's evacuated down to a military outpost level, with a skeleton crew on maintaining the rest.
 
Or a middle ground, where it's evacuated down to a military outpost level, with a skeleton crew on maintaining the rest.
You seem to have missed what this was about?
My point for the last few pages has been that if you need to keep defending anyway the difference between evacuating all civilians and most civilians isn't all that important, i. e. that a voluntary evacuation should be fine. The counter argument was that we wouldn't need to keep defending anyway. Your middle ground would be a case were we do need to defend anyway, so the mentioned counter argument would not apply.
 
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