So, a Science Cap, a Council requested minimum Combat value, Combat loaded Miranda-As coming out of every berth? The Bajorans welcoming their new protectors as the Cardies moan about how those poor people will be exploited?
We started out collectively playing Empress Kahurangi, who backstabbed Emperor Spock in 2300 after he'd built the Imperial military down to a nubbin in pursuit of his impractical ideas of 'democracy' and 'peace.'

The Council is a collection of subordinate advisors and high-ranking Imperial notables. Political will is replaced by... [insert name here], a measure for just how much political leverage we have over them at any given time.

Most of our randomly generated events involve variations on the theme of blasting rebel scum, scouting out resources, or impressing locals with the grandeur of the Empire so they don't even try to get frisky- Combat, Science, and Presence checks.

The cap is on Presence, which is frustrating because our ships keep getting shot up when they blow Presence checks, because the locals decide to try something against them. And then we're in trouble because a lot of our ships can't fight worth a darn because they were designed by Emperor Spock. Except the Excelsiors, which are pretty good.

But there's very much a Combat floor, and if we go below it we start racking up Pacification points. Same thing happens if we overemphasize exploration or infrastructure, at the expense of the armed forces and (especially!) internal security and the secret police.

Too many Pacification points and we can expect a coup in short order.
 
We started out collectively playing Empress Kahurangi, who backstabbed Emperor Spock in 2300 after he'd built the Imperial military down to a nubbin in pursuit of his impractical ideas of 'democracy' and 'peace.'

The Council is a collection of subordinate advisors and high-ranking Imperial notables. Political will is replaced by... [insert name here], a measure for just how much political leverage we have over them at any given time.

Most of our randomly generated events involve variations on the theme of blasting rebel scum, scouting out resources, or impressing locals with the grandeur of the Empire so they don't even try to get frisky- Combat, Science, and Presence checks.

The cap is on Presence, which is frustrating because our ships keep getting shot up when they blow Presence checks, because the locals decide to try something against them. And then we're in trouble because a lot of our ships can't fight worth a darn because they were designed by Emperor Spock. Except the Excelsiors, which are pretty good.

But there's very much a Combat floor, and if we go below it we start racking up Pacification points. Same thing happens if we overemphasize exploration or infrastructure, at the expense of the armed forces and (especially!) internal security and the secret police.

Too many Pacification points and we can expect a coup in short order.


Also, you would gain favor for starting and continuing wars and lose favor for signing peace treaties, encouraging you to overextend.
 
But so what?

Look, there's no doubt that if the Syndicate would ever do us the favor of bringing their ships out of hiding and facing off against us in a fleet battle, we would crush them. That's true whether the Amarki bring their fleet or now. The trouble is finding them. The Syndicate hides, it sneaks, it attacks only when the odds are in its favors and doesn't hesitate to have its ships flee if things don't look good. They're acting like every guerilla force in history. Adding an Amarki fleet doesn't change much of anything.

Oh, I guess it's a few more ships to search... but space is really, really big. If we ever locate Syndicate bases it'll be through detective work, not because we had an extra five or six ships combing the galaxy for them.

The Amarki are angry... but ultimately impotent if they can't find anyone willing to stand and fight them.
The federation has proven quite skilled at finding Syndicate assets that the Syndicate would really not like hit. Syndicate ground assets have thus far been able to put up pretty damn good fights. That's suddenly a lot less true if the Amarki decide to lend out a few battalions.
 
Also, you would gain favor for starting and continuing wars and lose favor for signing peace treaties, encouraging you to overextend.
You gain... hm. I'm going to call the Mirror Universe version of political will "leverage."

You gain leverage by conquering, and more leverage by forcing subject populations into positions of servitude that benefit the oligarchs who make up the Council. There are other sources of leverage but that's a big enough part of your ongoing leverage income that it incentivizes war. Honestly, the mechanics don't need to push the Terran Empire into war, just the fact that the Empire is a bunch of jerks and the neighbors know it will do the trick.

The playerbase was hoping that allying with the nastier factions of the Amarki by offering them the plunder of the Alpha Quadrant as our feudal vassals would help. But the Cardassian Republic had to go and link up with the other half of crazy-crusading Amarki. Plus the players' attempt to occupy the otherwise rich and inviting Orion sphere of influence ran smack into the fanatically pro-independence Syndicate movement. Fortunately they've got the Apiata on-side as allies of convenience by appealing to their grim warlike side, but that only barely cancels out the threat of the Sydraxian Benevolence, which we conquered back around '05 but then neglected to properly garrison and the Cardassians managed to trigger a revolt.

Betazoids being psychic makes them so scary in the context of the intrigue-riddled Empire that we had to blast aside their excuse for a fleet and put their homeworld under quarantine until we figure out how to make use of them. They're too valuable to exterminate, but too dangerous to use.
 
But there's very much a Combat floor, and if we go below it we start racking up Pacification points. Same thing happens if we overemphasize exploration or infrastructure, at the expense of the armed forces and (especially!) internal security and the secret police.

Too many Pacification points and we can expect a coup in short order.

But your maximum Pacification level is determined by the Empire's Instability Level. Constant war exhausts the people. They want to stop with the constant battles and enjoy the fruits of their conquests. The more unstable the Empire is, the more you can get away with peaceful actions in order to quell internal discontent.
 
But your maximum Pacification level is determined by the Empire's Instability Level. Constant war exhausts the people. They want to stop with the constant battles and enjoy the fruits of their conquests. The more unstable the Empire is, the more you can get away with peaceful actions in order to quell internal discontent.
Well, I know the Instability Level impacts the Presence cap, but I'm not sure it directly affects how much Pacification it's safe to have.
 
What you really have to watch out for is the Mirror Universe version of To Boldly Go, which is of course being run by the Mirror Universe version of SV.

...honestly they're probably just like us, only approaching it as a Star Wars work and we're the Empire rather than as a Star Trek work.

Or Gundam and we're the Archduchy of Zeon.
 
Amarki: They dare to attack one of our colonies? They have no honor. Let me at them!

:V
 
EDIT: This suggests another hidden benefit to having more big powerful ships. They're more likely to pile up the Event successes and get crew experience.

Honestly, I would've considered it a bit imbalanced if our smaller ships could gain experience as rapidly as our larger ships, because not only are they cheaper and more numerous, crew ratings are proportionally more effective on smaller ships.

Depends entirely on what you're replacing them with, a refit of the same ship should presumably keep the crew bonus, an entire new ship won't but it might still be better to replace the ship entirely if the bonuses are large enough.

On a related note, I really really hope that the new FYM Excelsior that's being crewed with the Miracht's old crew begins with blooded status. It's a entire new ship, yes, but it's the same ship class (even if they're probably of different flights).

Honestly maybe the way to do it is just kind of determine some "cutoff" points? Part of the issue with the Constellations is that they're old; yes that's some of why they're not as awesome stat-wise but from how @OneirosTheWriter has presented things, it seems like genuine age ends up a factor as well.

Crews that have only been on a ship for a couple years seem like idea "swap" candidates, as they're unlikely to be Blooded, whereas those with a decade of experience could probably get by with a refit, at least for a while.

It's more about tech tier and refit costs than age directly. The older and more obsolete a ship gets, the more it would cost to refit the ship up to some modern standard, which changes the cost efficiency between such a refit versus replacing it with a ship of a newer design. I mean, we probably could technically refit the Constellation into basically a Centaur-A (which is similarly sized) and save crew that way, but that's practically like deconstructing the whole ship and rebuilding it into a new design anyway, and thus I'd expect it would cost at least as much as directly scrapping the ship and building a completely new Centaur-A.

So rather than looking at age when determining to do a refit, we need to carefully analyze the trade-offs between refitting and replacing a ship among many possible designs.

The only mechanic directly related to age that I know if is when the ship starts having reliability problems, which happened to our Soyuz ships. (As an aside, it's not clear if this "reliability" is related to the ship annual reliability rolls that affect all new designs from the Renaissance forwards.) Furthermore, it's been shown that we can extend the longevity of ships by refits, whether they are maintenance refits (happens behind the scenes, or if some failure, costs resources to replace warp core or something) or new design refits (like the Constellation-A).

It's a good question and much like the old reliability discussion you aren't going to get a consistent answer, because risk tolerance varies. Unless maybe someone digs into the data and figures out a ship's event rate and therefore failure rate and therefore disablement or loss rate, which would require knowing a lot of checks that ended up hidden as we often don't know what went wrong with a failure.

Personally I don't want to fail more than 10 to 20% of checks. And it's front loaded. If we can reduce the S check fail rate to 10% from 25%, then the effective reduction in failed hull check totals is higher than if we doubled the hull check success rate.

I think the percent of failures that translate into a serious enough penalty is an important consideration here. If a ship responded to an event, failed at it, yet didn't suffer any penalty, then it's as if it didn't respond to the event at all (assuming that failed event response doesn't result in a penalty). It's not like such a ship would've taken the place of a better ship, because I'm pretty sure every available ship in the sector rolls for event response. (Otherwise, less event-capable ships like most escorts would result in severe sector event penalties if their very presence reduced the chances of better ships in the sector from responding to events, which I don't think Oneiros wants.)

Ideally, we'd have the data that could be used to determine the net value of a ship with regards to events. But that requires more knowledge about event response DCs, event resolution DCs, event success rewards, and event failure penalties (or smaller rewards), and distributions and correlations of all of these. There could be events where lack of response results in no reward/penalty, yet successful response and failed resolution result in a penalty. There could be events where lack of response results in a penalty, and successful response and failed resolution results in no reward/penalty. My gut feeling is that the former type is more common.

We do at least have some data on non-EC failure penalties. Here's what I tallied up from the event analysis spreadsheet:

Failures resulting in military-grade Starfleet ship* loss: 3
Failures resulting in other friendly ship loss: 3
Other failures that had at least some penalty: 6
Failures that had no penalties or actually had rewards: 12
Total failures: 24

* ships that we control fleet deployments for and count toward combat/science/garrisoning stuff

Unfortunately, I think this spreadsheet isn't making a distinction between event response failure and event resolution failure, and those need to be considered separately with different consequences for fleet deployments and ship design. Still, if we make the simplifying assumption that all event response failures result in no penalty and that all the above 24 failures are event resolution failures: then about half of failures are trivial failures, and thus could be treated as no-penalty response failures. So event failure rate is practically cut in half.

I'm also assuming that the % of failures that are trivial failures doesn't depend on the ship design (and its stats), but I haven't looked into doing a ship design-level analysis and I suspect we don't have a large enough sample size for it anyway.
 
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2312.Q1 - In a Garden of Stars
2312.Q1

Only Earth Spacedock matches the astounding presence of the Pride of Kadesh. Oh sure, more graceful ships are all around, even more dangerous ships. But nothing has the visual impact of the megalithic starfarer as it sits in high Earth orbit. A heady brew of childlike awe and goosebump-laden anxiety has gripped the planet's population, and the Federation as a whole. Tens of millions of tons of bulk with nacelles that emit subspace fields that crackle with such power that little teraelectronvolt pockets ripple along the overlaps like a sort of open-air subspace particle accelerator. The Big Bang played out over and again in little pantomimes in the wash of subspace fields. The Kadeshi ship is a topic of utmost wonder, not least for the knowledge that Karen Sarjan sits within her core, lending her mind to the whole vessel.

The Kadesh meet with the Council and covey their offer to have a ship join their trek through the distant stars. Before you know it you've been summoned to Paris to give briefings on Starfleet capabilities to the President.

Before you board the shuttle, you gather together the Vice Admirals, taking care to welcome newly promoted Patricia Chen into the meeting. They all tell you, through pinched and drawn faces, what you already know. It's difficult to spare a ship. The shipbuilding plans of the past decade have focused on big heavy explorers. Supremely capable ... but so few in number. And even though you have added an extra seven Excelsiors to Starfleet, you have also added six new sectors to garrison.

A Centaur or Oberth would be a one-way trip. It would be almost impossible for a sub-megaton ship to return through several thousand lightyears unaided; only an explorer could manage. But which? Someone suggests one of the new Connie-Bs but that is shot down by Vice Admiral Chen and Vice Admiral ch'Vohlet. The Connie-Bs are not explorers, and aren't configured for it, especially not for long-haul missions. The Cheron could do it, as could any of the Excelsiors. Soon you thank everyone for coming and set out for your shuttle, lost in your thoughts as you walk.

If you were still a Vice Admiral, advising Vitalia, you'd warn her to remember that elections for all of the original four Council races are happening in a matter of months, and that as much as people have set aside petty self-aggrandisement in favour of enlightenment, a Councillor still wants to remain a Councillor. They all want a symbol they can point to, a capstone for their years in the Council that they can go back to their member worlds and say, "Look at this achievement!" If you say it can't be done, they'll listen, but they certainly won't love you for it. Being so new to the role they selected you for, you don't think they'll want to undercut you yet. But honestly, you aren't sure that you'd be able to look yourself in the mirror for a while if you turn it down.

That silent siren song of stars afar from home calls to you with dreams of wonders unseen. Deep inside you want to seize the Stargazer from her shakedown runs and sail the interstellar winds with Karen Sarjan. Deep inside, so does every other Starfleet officer. People join Starfleet to see the unknown, to boldly go, to chase the photons of distant aeons across the Milky Way, and beyond one day. This would be a symbol of hope, a grand restatement of what Starfleet stands for. In the murk and mire of the Orion campaign, the pragmatic skulduggery of the spinward frontier with Cardassia, the chilling whispers of war on your tailward borders, this would shine forth like a lighthouse against the thunderhead. A way to say to all who tell you that the Federation is just another political entity with a pretty face, those who say that the moment the pressure is on your principles will go to seed, that you are not a conquering force. Starfleet is not a means to power, but a means to exploration. That you are the shining city on the hill that welcomes all to a better way.

You may never see any ship you send again. If you do see them, it won't be for many years. The journey is estimated to be twenty years one way, four years the other, nearly a quintet of Five Year Missions. It will be perilous, the whole expedition possibly the swan song of a species. Submissions from Starfleet Intelligence and the Communications Hub Command are both certain they can keep the lines of communication open, even when the delays stretch out to days at a time. You will get back amazing reports and research data as they explore a near part of the galaxy, but any resources they find will feed the Kadesh instead, and it will likely be years before you can meet any of the species they come across.

You had hoped that you would not have to confront so difficult a decision so early on.

In Paris the whirlwind of the hour catches you and spins you across the city. Expansionists implore you to send your best, Developers tell you to spare it if you can. Mercantile councillors question the outrageous outlay, while Hawks demand you keep the focus on the home borders.

But Stesk asks you who you are. Asks what you want to be as a head of Starfleet. He expresses misgivings about the trip, asks if it is logical to send a starship so far from home. But he doesn't tell you what he thinks you should do. He simply plants the question in your head.

Who are you and what do you want to be? Are the risks to the Federation too great to spare a ship? Only recently did you lose the USS Miracht. Space is not safe, after all. Spectacular, wondrous, majestic, but never safe, oh no. Can you afford to send away another?

Even as you mull this over, President Jorlyth sh'Arrath summons you at last to give your answer.

[ ][KADESH] Pick a ship to send along with the Kadesh
(One-off +50pp, ongoing +10pp/year for the project, remove all militarisation points, lose direct control of the Explorer you send until 2336)

[ ][KADESH] Tell the Council it can't be done
(One-off -30pp, +1 militarisation point)

[ ][KADESH] Propose something else
 
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