I feel that picking up the syndicate influence option can wait until next snakepit as we cannot use it until then. Unfortunately diplo pushes jumped in cost as I would have liked adding the Dawiar to the diplo pushes at the least. But I do think we need to resolve the Sydraxian and Apiata this turn. Also do we need the extra explorer crew? From shipyard ops this turn we had
11-O 12.45-E and 13.4 T, we used 6,5,5 and 1,1,1 ( I think we grabbed the 1 extra crew?) which leaves 4 O,6.45 E,7.4 T and we are gaining 2.5 Officers a year, the only one we are short on.

We grabbed the 2 extra crew of each type sent with the Stargazer. That pushes it over the edge so we can't crew the 2313 Excelsior crewing with an EC crew unless we do the recruitment drive now. Short just by only .5O... but .5 is as good as a mile if we can't make the totals.
 
Of course prepare for way more debate on both the Apiata and the Sydraxians, everybody. What we're buying isn't a solution for either of those, but only an opportunity to try something that may resolve the problem and may blow up in our face. Whether it be letting the Sydraxians blow up fragile Constitution hulls or sailing a show of force around their homeworld. Whether it be... well actually, I have no goddamn solutions for the Apiata problem other than to talk to them and see what they want to do.
 
Last edited:
Worked on research planning/vote prep.

@OneirosTheWriter: This research result from last year seems to have been lost somewhere?

[Allow deployment of Improved Listening Posts (Option for Snakepit)]

Also Explorer Science progress still needs to be fixed.

As for this years research turn, only three assignments to be made, only one of them not completely obvious. Boosts highly depend on how many rp we will end up having available, and given the rp boost expected next year from starting the Ambassador we will probably want to do as many as possible, up to 3 (no point in going for non-time critical boosts now rather than reserving rp for them). We might even consider dropping one of the generic teams for the highest priority boost should we fail to earn enough rp otherwise.
Computing:
  • Daystorm Institute [Skill 5 Computing/Shields]: 2320s Mainframe Systems [complete] -> 2330s Colony Cores
  • Amash Hagan Research Office [Skill 2 Computing/Personal]: 2320s Research Centers [unchanged]
  • Generic Team 4 : Primitive Isolinear Computers[unchanged]
Warp Tech:
  • Yoyodyne [Skill 4 Warp Tech/Starship Construction] : 2320s EPS Safety [unchanged]
  • 40 Eridani A [Skill 3 Escort Design/Warp Tech]: 2310s WarpCores [unchanged]

Starship Construction:
  • Office of Naval Architecture [Skill 3 Fleet Design/Starship Construction]: 2310s Starship Frames [unchanged]
Personal:
  • Caitian Frontier Police R&D [Skill 2 Personal/Communications] : 2310s Equipment [unchanged]
Sensors:
  • Vulcan Science Academy [Skill 4 Xenopsychology/Sensors] : 2310s Short-Range Sensors [complete] -> TASK SENSORS
  • Generic Team 1: 2310s Long -Range Sensors [unchanging]
Weapons:
  • Weapons Fabrication Division [Skill 3 Weapons/Starship Design]: Early ToC Weapons [unchanged]
Shields:
  • Andorian Academy [Skill 4 Shields/Communication]: Shield Regeneration Project [unchanged]
Communications:
  • Starfleet Science Academy [Skill 4 Computing/Communciation]: 2310s Message Security [complete] -> 2310s Message Networking
  • Federation Broadcast Service [Skill 3 Communication/Xenopsychology]: 2310s Communications [unchanged]
Minerals:
  • Tellar Prime Academy of Mineral Science [Skill 3 Minerals/Personal]: 2310s Special Resources [unchanged]
Xenopsychology:
  • Spock [Skill 5 Xenopsychology/Sensors]: 2310s Diplomacy [unchanged]
  • University of Betazed [Skill 3 Xenopsychology/Personal]: 2310s Affiliates Research [unchanged]
Medical:
  • Starfleet Medical [Skill 4 Medical/Personal]: 2310s Intensive Care[unchanged]
Escort Design:
  • Generic Team 3: 2310s Escort - Engineering [unchanged]
Explorer Design:
  • Utopia Planitia [Skill 5 Cruiser/Explorer Design]: 2310s Explorer Combat[unchanged]
  • San Francisco Fleetyards [Skill 4 Explorer Design/Starship Construction]: 2310s Explorer - Science [unchanged]
  • Generic Team 2: 2310s Explorer - Engineering [unchanged]
Starbase Design:
  • Taves Nar Orbital Engineering [Skill 2 Starbase Design/Starship Construction] : ToC Starbase Design [unchanged]

Doctrine:
  • Cdr Kuznetsova's Tiger Team [Skill 4 Fleet Design/Foreign Analysis] : The Mission Unending [unchanged]
  • Admiral Lathriss [Skill 3 Fleet Design/Defensive] : Forward Defence [unchanged]
Foreign Analysis:
  • Games & Theory Division [Skill 3 Foreign Analysis/Offensive] : Cardassian Research [unchanged]
  • Generic Team 5: Klingon Research [unchanged]

Boost opportunities:
  1. Office of Naval Architecture, finishes project extremely efficiently (boost causes project to hit the progress required exactly), potentially relevant to Ambassador design.
  2. Federation Broadcast Service, finishes project.
  3. Admiral Lathriss, two boosts accelerate key doctrine project by one year. Opportunity lost if not taken this year.
  4. Daystorm Institute, one boost accelerates extremely important project by one year, but can also be done next year or the year after.
  5. Generic Team 4, boosts accelerate the very important successor project (bottle-necks high tier computing tech) at a rate of 2:1 if distributed appropriately, by up to 5 years (compared to non-boosted completion in 2330). Not boosting this year keeps all possibilities open (4 boosts need to happen by 2319 for accelerating completion by the full 5 years).
 
Last edited:
Of course prepare for way more debate on both the Apiata and the Sydraxians, everybody. What we're buying isn't a solution for wither of those, but only an opportunity to try something that may resolve the problem and may blow up in our face. Whether it be letting the Sydraxians blow up fragile Constitution hulls or sailgin a show of force around their homeworld. Whether it be... well actually, I have no goddamn solutions for the Apiata problem other than to talk to them and see what they want to do.

Maybe if we deploy to their sector to help protect their shipping they'll back off on provoking the Cardassians? The Indorians will have their membership ratified next year, so we'd only be sending ships there a year early.
 
We grabbed the 2 extra crew of each type sent with the Stargazer. That pushes it over the edge so we can't crew the 2313 Excelsior crewing with an EC crew unless we do the recruitment drive now. Short just by only .5O... but .5 is as good as a mile if we can't make the totals.
We already voted to crew the '13 excelsior with explorer crew, it is the '14 that it would open the option for EC crew. I think we should hold off and keep that Excelsior for deployment to a sector, otherwise for three straight years we will have sent our Excelsiors into the explorer corp. In '15 we get four done(thanks Chen), so one or two of those for EC and the others for sector fleets. (I would be fine with 2 here being EC ships).

Edit: Edited for clarity
 
Last edited:
While it would be nice if we could up and pull out the Combat task force on a whim to deal with the Sydraxians, no matter what level of legislation we pass, it's not going to be enough to end the Syndicate quickly enough that we would have those vessels available. I think that building up the Yrillians and Gretarians will let us fix this problem more quickly. Moreover, once the Council is paying closer attention to this problem, we may get authorized to do things more effectively. How that will shake out I don't know, but I think that the Syndicate is not as important as foreign policy at present. The Syndicate is a festering wound. The Apiata and Sydraxians have the potential to blow up in our faces and start a real war with the Cardassians. And I really do not want to start a war with the Cardassians when the Pacifists hold the plurality in the Council...

Do keep in mind that going for the Ytillians and Gretaians might prompt the Syndraxians to act against us, before we get treaties with the other two. So, if we get them in one fell swoop, will probably keep the Syndraxians in check, but if they start to feel cornered....
 
Of course prepare for way more debate on both the Apiata and the Sydraxians, everybody. What we're buying isn't a solution for wither of those, but only an opportunity to try something that may resolve the problem and may blow up in our face. Whether it be letting the Sydraxians blow up fragile Constitution hulls or sailgin a show of force around their homeworld.
Honestly, a chance to try to solve the problem is all we really need.

I'd settle for the Federation Diplomatic Corps' assurances that they're working on the problem, more sensors up there, plus just being able to draw up rules of engagement for the Sydraxian Border Zone that make sure our ships can't be easily picked off.

It's kind of frustrating that the Sydraxians can casually ambush one of our explorers, honestly. I don't mind the part where they can find "a place to hide" to jump us when we go to help the "distressed" Gretarian freighter. But how the heck did a pair of Sydraxian cruisers and two escorts get into the border zone in the first place, without us noticing?

If our border watch cannot reliably detect Sydraxian task forces- not single ships, but task forces- penetrating into our space, we need a lot more sensor coverage up there, as noted.

Whether it be... well actually, I have no goddamn solutions for the Apiata problem other than to talk to them and see what they want to do.
That's pretty much what I'm hoping for. I'd like us to actually see the Apiata ambassador (they no doubt have one) show up and explain to us their official position. To clearly state whether the Apiata admiral(s) who've been attacking Cardassian ships are rogues, or if they're acting on behalf of the Apiata state.

And to get a decision. Do we pursue war with the Cardassians? Probably not, but what, short of that, do we do? Do we make a joint declaration that further Cardassian depredations against the Apiata will be viewed as an act of war? Do we try to negotiate with Cardassia, to try and define which areas the Apiata can and cannot consider "safe territory?" I'm open to a lot of possibilities, and I welcome the opportunity to sort it out.

I just hope @OneirosTheWriter handles the two votes separately. Because quite honestly, each of these is a subject that deserves serious, focused discussion.
 

[X][COUNCIL] Plan Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew
[X][FACTION] Approach the Pacifists about fueling extra sophontitarian relief aid to the Orions
 
@Simon_Jester
It's worth remembering that this latest incident is very probably considered an anti-piracy operation by the Apatia. If the Cardassians weren't making a habit of attacking civilians in neutral space, nothing would have happened. It's very possible that the response will be that it was an officially sanctioned anti-pirate op.
 
We already voted to crew the '13 excelsior with explorer crew, it is the '14 that it would open the option for EC crew. I think we should hold off and keep that Excelsior for deployment to a sector, otherwise for three straight years we will have sent our Excelsiors into the explorer corp.
I'm not sure that's a bad thing, especially after we just lost one of the existing Explorer Corps ships. The Explorer Corps will still only be "up two" at the end of 2314, compared to its position in 2309 when S'harien launched.

[EDIT: This is counting Stargazer as an active-service Explorer Corps ship; it may be benefiting us differently but it still benefits us the way a Corps Excelsior usually would]

That's the same level of increase the Corps saw up to 2309, from 2301-4, when we still just starting yearly serial production of Excelsiors, as I recall, and had only the 'First Three.'

Do keep in mind that going for the Ytillians and Gretaians might prompt the Syndraxians to act against us, before we get treaties with the other two. So, if we get them in one fell swoop, will probably keep the Syndraxians in check, but if they start to feel cornered....
Well, we can't get the Gretarians in one fell swoop, because they're at 50/100. The Yrillians can be pushed to 100/500 or better, but the Yrillians aren't a unified species, so that doesn't mean we're stealing away the Yrillians who are actually allied with the Sydraxians themselves.

Now, you're definitely right that the Sydraxians may take sudden, decisive action in response to our diplomatic pushes against their ally or the victim of their protection racket. But that isn't necessarily a bad thing overall, because if the Sydraxians attack either of those two species, there is a high likelihood they will ask us for help. Which would give us the grounds we need to put our forces on high alert and deploy a large enough fleet to actually meet and defeat the Sydraxian navy in battle.

When the Cardassians reacted to our push on Bajor by starting the occupation early, it was bad, because the political reality was that Starfleet couldn't stop them, because the Federation wasn't willing to stop them.

If the Sydraxians try to pull a similar trick on the Gretarians, it's not going to work as well. Because they're a lot smaller and weaker than the Cardassians, much closer to our core territory, and because the Gretarians are more unambiguous victims of abuse in this scenario.

@Simon_Jester
It's worth remembering that this latest incident is very probably considered an anti-piracy operation by the Apatia. If the Cardassians weren't making a habit of attacking civilians in neutral space, nothing would have happened. It's very possible that the response will be that it was an officially sanctioned anti-pirate op.
Yes, which is fine.

The problem isn't that the Apiata were wrong as such to try and lure a Cardassian commerce raider into a trap.

The problem is that we don't know what the real policy of the Apiata central government is, regarding the Cardassian Union. Do they intend to pursue war against the Union? Are they willing to do so alone? Do they expect us to join them in prosecuting the war? If so, they are liable to be disappointed. Would they be satisfied with a guarantee from us that WE will make a good faith attempt to broker some kind of agreement drawing an Apiata-Cardassian border and enforcing it? Will we be prepared to do that? If our attempt to do so fails, what will we do next?

There needs to be clear communication between both sides, and hopefully that is what we are going to achieve here. We can figure out what to do next, now that we have agreed that there needs to be a next.
 
Last edited:
We already voted to crew the '13 excelsior with explorer crew, it is the '14 that it would open the option for EC crew. I think we should hold off and keep that Excelsior for deployment to a sector, otherwise for three straight years we will have sent our Excelsiors into the explorer corp. In '15 we get four done(thanks Chen), so one or two of those for EC and the others for sector fleets. (I would be fine with 2 here being EC ships).

I understand the impulse, but in the event of a crisis all those Explorer Corps Excelsiors turn into regular ships, except with crew ratings and Captain abilities that make them even more dangerous than a standard Excelsior. It's true having an Excelsior posted to a sector is great for event response in that sector, but sectors don't get an event every turn. Meanwhile an EC Excelsior is out there making diplomatic contacts, discovering resources, and usually bringing back good stuff every turn.

All other things being equal, it's always to our advantage to send an Excelsior into the EC if we possibly can.

Say, what's the vote looking like anyway? Can someone run a tally, because I have no idea which plan is winning.
 
I think we may trend towards a situation where the majority of our new-build explorers go into the Explorer Corps, with the Defense requirements of the regular sector fleets being handled by cruisers and escorts, with most sectors getting an explorer flagship.

Eventually we may start parking multiple Excelsiors in border zones, but I doubt that will happen until we've already got a respectable number of Ambassadors in the Explorer Corps proper.
 
Worked on research planning/vote prep.

@OneirosTheWriter: This research result from last year seems to have been lost somewhere?

[Allow deployment of Improved Listening Posts (Option for Snakepit)]

Also Explorer Science progress still needs to be fixed.

As for this years research turn, only three assignments to be made, only one of them not completely obvious. Boosts highly depend on how many rp we will end up having available, and given the rp boost expected next year from starting the Ambassador we will probably want to do as many as possible, up to 3 (no point in going for non-time critical boosts now rather than reserving rp for them). We might even consider dropping one of the generic teams for the highest priority boost should we fail to earn enough rp otherwise.
Computing:
  • Daystorm Institute [Skill 5 Computing/Shields]: 2320s Mainframe Systems [complete] -> 2330s Colony Cores
  • Amash Hagan Research Office [Skill 2 Computing/Personal]: 2320s Research Centers [unchanged]
  • Generic Team 4 : Primitive Isolinear Computers[unchanged]
Warp Tech:
  • Yoyodyne [Skill 4 Warp Tech/Starship Construction] : 2320s EPS Safety [unchanged]
  • 40 Eridani A [Skill 3 Escort Design/Warp Tech]: 2310s WarpCores [unchanged]

Starship Construction:
  • Office of Naval Architecture [Skill 3 Fleet Design/Starship Construction]: 2310s Starship Frames [unchanged]
Personal:
  • Caitian Frontier Police R&D [Skill 2 Personal/Communications] : 2310s Equipment [unchanged]
Sensors:
  • Vulcan Science Academy [Skill 4 Xenopsychology/Sensors] : 2310s Short-Range Sensors [complete] -> TASK SENSORS
  • Generic Team 1: 2310s Long -Range Sensors [unchanging]
Weapons:
  • Weapons Fabrication Division [Skill 3 Weapons/Starship Design]: Early ToC Weapons [unchanged]
Shields:
  • Andorian Academy [Skill 4 Shields/Communication]: Shield Regeneration Project [unchanged]
Communications:
  • Starfleet Science Academy [Skill 4 Computing/Communciation]: 2310s Message Security [complete] -> 2310s Message Networking
  • Federation Broadcast Service [Skill 3 Communication/Xenopsychology]: 2310s Communications [unchanged]
Minerals:
  • Tellar Prime Academy of Mineral Science [Skill 3 Minerals/Personal]: 2310s Special Resources [unchanged]
Xenopsychology:
  • Spock [Skill 5 Xenopsychology/Sensors]: 2310s Diplomacy [unchanged]
  • University of Betazed [Skill 3 Xenopsychology/Personal]: 2310s Affiliates Research [unchanged]
Medical:
  • Starfleet Medical [Skill 4 Medical/Personal]: 2310s Intensive Care[unchanged]
Escort Design:
  • Generic Team 3: 2310s Escort - Engineering [unchanged]
Explorer Design:
  • Utopia Planitia [Skill 5 Cruiser/Explorer Design]: 2310s Explorer Combat[unchanged]
  • San Francisco Fleetyards [Skill 4 Explorer Design/Starship Construction]: 2310s Explorer - Science [unchanged]
  • Generic Team 2: 2310s Explorer - Engineering [unchanged]
Starbase Design:
  • Taves Nar Orbital Engineering [Skill 2 Starbase Design/Starship Construction] : ToC Starbase Design [unchanged]

Doctrine:
  • Cdr Kuznetsova's Tiger Team [Skill 4 Fleet Design/Foreign Analysis] : The Mission Unending [unchanged]
  • Admiral Lathriss [Skill 3 Fleet Design/Defensive] : Forward Defence [unchanged]
Foreign Analysis:
  • Games & Theory Division [Skill 3 Foreign Analysis/Offensive] : Cardassian Research [unchanged]
  • Generic Team 5: Klingon Research [unchanged]

Boost opportunities:
  1. Office of Naval Architecture, finishes project extremely efficiently (boost causes project to hit the progress required exactly), potentially relevant to Ambassador design.
  2. Federation Broadcast Service, finishes project.
  3. Admiral Lathriss, two boosts accelerate key doctrine project by one year. Opportunity lost if not taken this year.
  4. Daystorm Institute, one boost accelerates extremely important project by one year, but can also be done next year or the year after.
  5. Generic Team 4, boosts accelerate the very important successor project (bottle-necks high tier computing tech) at a rate of 2:1 if distributed appropriately, by up to 5 years (compared to non-boosted completion in 2330). Not boosting this year keeps all possibilities open (4 boosts need to happen by 2319 for accelerating completion by the full 5 years).
Starting from the top for boosts-
Colony Core 2330 will finish in 4 years (1 tech 3, 2nd 4) but one boost during those three years will cause both to finish in 3 years (important for the PP and RP! boost but can wait since it is any year)
2320 Research Centers 4 pts per year to project, 3 years to rank up and looks to be 9 years max to finish the node with a minimum of 6 to finish a tech, boosts would finish sooner but can likely be applied later

Primitive Isolinear Computers- 10 years with no boost to finish(team becomes non generic in 7 years, assuming it goes to skill 2 there), two boost gets this done a year earlier for 9 years, four boosts changes this to 8 years, six boosts changes to 7 years

2320 EPS Safety-3 years to finish currently-no way to finish node sooner
2310 Warp Core- finishes this turn (also tech team levels up) no boosts needed

2310 Starship Frame-2 years (2 techs finish this turn, last finishes next turn) 1 boost to finish this year

2310 Equipment- 4 years (2 techs finish this year, 1 more can finish this year if overrun and inspiration reach it), depending on how inspiration and overrun is distributed a boost or two may shorten to 3 years

2310 Long Range Sensors-9 years to finish(generic team assuming 10 xp moves it to skill 2 with specialties)-2 boosts shave off 1 year, 4 shave off 2 years (unless we still have the +1 to sensor research which would reduce boosts needed by 1)

Early ToC Weapons-Finishes this year no boosts needed

Shield Regeneration-3 years, 1 boost changes this to 2 can be done this year or next

2310s Communication-2 years, finishes this year with a boost

2310s Special Resources-2 years( 1 tech this year) boosting does not speed up

2310s Diplomacy-3 to 4 years depending on inspiration, 1 boost would guarantee 3 years but can wait until the 3rd year
2310s Affiliates Research-4 to 5 years, does not need to be boosted this year to finish in 4 (next year would likely)

2310s Intensive Care-3 years to finish, boosting does not speed up

2310s Escort Engineering-finishes this year, no boost needed

2310 Explorer Combat-finishes this year, no boost needed
2310 Explorer Engineering-finishes this year, no boost needed
2310 Explorer Science-finishes this year, no boost needed

ToC Starbase Design-2 years no boost needed (skill up this year for team)

The Mission Unending-4 years, boosting will not speedup
Forward Defense-3 years, 2 boosts will complete it in 2

Foreign Analysis-Uncertain if this is done by node or not

Only 2 I did not look at is Starfleet Science Academy and Vulcan Science Academy (Comms and Sensors projects) as I am unsure of which ones they will be working on.
 
Last edited:
so theoretical question, what would have to happen for use to declare war and the syndraxian hierarchy? They are kind of in an open state of war with us, if holding back from major offensive operations because they know the home fleets would obliterate them. We really should at least acknowledge that we are at war, even if only so we can resolve it quickly.

I think we all know that we need to do something about the hirachy, but I have no idea what our options actually are in the context of the game. It's not like there has been some big red "options to deal with the hierarchy" buttons. do we just do write ins and move ships around?
 
Last edited:
I understand the impulse, but in the event of a crisis all those Explorer Corps Excelsiors turn into regular ships, except with crew ratings and Captain abilities that make them even more dangerous than a standard Excelsior. It's true having an Excelsior posted to a sector is great for event response in that sector, but sectors don't get an event every turn. Meanwhile an EC Excelsior is out there making diplomatic contacts, discovering resources, and usually bringing back good stuff every turn.

All other things being equal, it's always to our advantage to send an Excelsior into the EC if we possibly can.

Say, what's the vote looking like anyway? Can someone run a tally, because I have no idea which plan is winning.
Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 944 | Sufficient Velocity
##### NetTally 1.7.6

[1] Plan: ◈Round off The Edges
[1] Plan: ◈And a Tech Team!


——————————————————————————————————————————————
Task: COUNCIL

[16][COUNCIL] Plan: ◈Pull Your Head Out of the Sand
[12][COUNCIL] Plan: ◈Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew
[5][COUNCIL] Plan: ◈Anti-Syndicate, Apiata, Crew
[2][COUNCIL] Plan: ◈Anti-Syndicate, Apiata, Puppies, Kick out Seruk


——————————————————————————————————————————————
Task: FACTION

[28][FACTION] Approach the Pacifists about fueling extra sophontitarian relief aid to the Orions
[2][FACTION] Approach the Pacifists about creating a special Starfleet/Diplomatic Corps joint operation to investigate and eventually mediate in the Licori/Ked Paddah War.
[1][FACTION] Approach the Development faction about deploying extra sophontitarian relief aid to the Orions

Total No. of Voters: 37
 
[X][COUNCIL] Plan Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew
[X][FACTION] Approach the Pacifists about fueling extra sophontitarian relief aid to the Orions
 
[X][COUNCIL] Plan Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew
[X][FACTION] Approach the Pacifists about fueling extra sophontitarian relief aid to the Orions
 
Research Goals:
26 teams current needing 208 RP to activate all of them
5 max boosts needing 50 RP for max boosts
So 268 for max teams and boosts.

Current RP Income: 185/year
Need:23 increase to cover teams, 73 for teams and boosts.
Increases this year: Research Colony finishing Q4 +7, Qoloth at 300/500 +?
Next Year: Research Colony finishing Q4 +7, Indoira Membership +?
Three years: Colony Mainframe Research (+2p per non RP colony-13 including the one from this years snakepit for +26)
In three years we will be up 40 RP plus some more for the Qoloth and Indorians. That means we will need 33 minus the Qoloth and Indorians from events to boost 5 teams each year. Basically we are likely to add a tech team or two (we may also get a free one from the Indorians). I would like to add a second mineral team at some point since that way we can go down the BR line with the second team and get the boost to BR colony production and chance to find BR colonies.
 
Hm. This is awkward.

The people who voted for the first version of @lbmaian's plan are counted separately from the people who voted for the second version. Taken together, the two groups have a (narrow) plurality of the vote. But taken separately, neither group is quite as large as the "Pull Your Head Out of the Sand" vote.

@Artemis1992, @Derek58, @drake_azathoth, @Muer'ci, @NullVoid, you might want to consider that.

The new version of the plan is:

"Plan Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew"

so theoretical question, what would have to happen for use to declare war and the syndraxian hierarchy? They are kind of in an open state of war with us, if holding back from major offensive operations because they know the home fleets would obliterate them. We really should at least acknowledge that we are at war, even if only so we can resolve it quickly.

I think we all know that we need to do something about the hirachy, but I have no idea what our options actually are in the context of the game. It's not like there has been some big red "options to deal with the hierarchy" buttons. do we just do write ins and move ships around?
That's pretty much what's going to be discussed at the upcoming Council meeting we've arranged to talk about the Sydraxians.

The thing to bear in mind is that the Federation was founded by species who probably don't all have the same concept of "at war" that you do. It's entirely possible that the Vulcans and/or Tellarites and/or Andorians don't have a concept of 'total war' where you're either not fighting at all, or you're fighting a furious war to the knife that can only end in the total neutralization of one side or the other's ability to keep fighting.


For someone like the Risans, a thing that we would term "low-level sporadic violence that eventually peters out" might be the ONLY kind of 'war' they even have a concept of.

Conversely, for someone like the Klingons or the Amarki, they might have a word for that too. Only instead of being their word for 'war,' it'd be their word for "Tuesday." By their standards it constitutes peace, or at least 'normality.'

So basically, "recognizing the Sydraxians are at war with us" isn't really going to mean anything in a Federation-wide context. It doesn't mean we're actually obliged to do anything, unless the physical facts out there among the stars justify that action in and of themselves.

Which is why we need a Council session discussing the matter.
 
[X][COUNCIL] Plan Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew
[X][FACTION] Approach the Pacifists about fueling extra sophontitarian relief aid to the Orions
 
My main problem with Plan Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew is banking the Syndicate influence, I would rather use it on another option to help us this year and take both syndicate options next snakepit.
 
[X][COUNCIL] Plan Bank Anti-Syndicate Influence for Next Year, Apiata, Sydraxians, Crew
[X][FACTION] Approach the Pacifists about creating a special Starfleet/Diplomatic Corps joint operation to investigate and eventually mediate in the Licori/Ked Paddah War.
 
Back
Top