2314.Q4.M1.F1 - Arcadian Crisis
[X] [WG] A Fleet "Battle". The Thirishar, Gale, Harmony, Astute, and Assist vs the T'Mir and runabouts to simulate civilian traffic. The Svai and Calypso are available as a reserve. The objective is to prevent the "mentat" on the T'Mir from penetrating the patrol area and destructively completing their thesis, which would result in the annihilation of Betazed. A second Oberth [Torbriel] is secretly participating as a decoy. [Please caucus this vote with the similar plan that does not use Thirishar, if it does not win] Cost: 6pp.

2314.Q4.M1.F1

Briefing Room 5, Starbase 1, Sol System

"Officers, brothers and sisters of the Federation," begins Victoria Eaton as she stands up to a podium. In the room with her are thirty-five starship captains of vessels great and small, and a slew of flag and staff officers. "I regret to inform you all that we are gathered here to knock upon the skeletal gates of war. In its own way this is a harder task than those we have faced in the past, where we have felt so just, so sure in our path. We had luxuries against the Biophage. We had luxuries against the Syndicate. In the Gabriel our conscience is unshackled by the fair and open playing field."

The fleet commander looks out over her many charges. It seems like only yesterday she would be looking out from her chair on the Courageous to see only her bridge crew. Yet now she faces enough shiny jacket badges that she could melt them down and build another Courageous. Rosalee's presence near the lectern gives her courage.

"The Council has issued an ultimatum to the Arcadian Empire, but a State of Emergency is already in effect. One of the most crucial tasks we will face as a group over the next few months as the timer expires is to keep the borders tight, to not allow any intrusion by mentats in advance of any declaration of war. In many ways, if the war starts, this will be the manner of it. We are not facing overwhelming odds, implacable foes, or monstrosities inimical to life as we know it. Instead, we will be the overwhelming force, they the desperate defenders who will try every trick in the book to keep us at bay. But make no mistake, we must confront this threat. The 'experiment' that devastated the Courageous also constitutes a doomsday mechanism that can be used by any rogue mentat against any world in the Federation. Unchecked, mentats will eventually produce a result so apocalyptic it could threaten the Federation's existence.

"In the older, more violent past of Earth, there was a naval officer who said, paraphrasing, 'give me a fast ship, for a intend to go in harm's way.' Well, tend to your warp cores and nacelles when you return to your ships, officers, for I intend to send you in harm's way."


Federation Broadcast News Service, Breaking News, 2314.Q4.M1

In addition to yesterday's ultimatum, today brings with it an announcement that a State of Emergency is coming into effect. This two was a contested vote, illustrating an alarming lack of unity within the Council, which is particularly concerning as dissenting Councillors are concentrated in some of the regions most vulnerable to mentat harm, casting some doubt as to the severity of the threat. Starfleet will be under considerable pressure to avoid a lengthy or bloody campaign, or they may see support evaporate.

Article:
Empowered by the Articles of Federation, States of Emergency are times where the resources of the UFP need to be mobilised and employed in a coherent manner to negate a threat that imperils the Federation. In this case, the Council has declared that the threat posed by the Arcadian mentats is so severe it could cause serious harm to the Federation. As a result, Starfleet, led currently by Admiral Valentina Sousa, will be empowered to coordinate the Federation's defence.
Source: Young Citizens Infobox


A Council Emergency Committee is being formed under the chair of Council veteran Hayley Singh of Alpha Centauri-X. Joining her are Hiand Benat of Indoria-D, Sadek of Atatan-D, P'shirri of Ferasa-P, Rangyad of Rigel-M, and Iftie Cufriec of Selindra-H. This committee serves as the enabling body for Starfleet's mobilisation of civilian and member world resources, empowered by the Arcadian Emergency Act of 2314.

=====================================

State of Emergency, 2314.Q4.M1 (Turn 1 of State of Emergency)

You are currently operating in a State of Emergency.

This entails an increased operational tempo 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. The most notable brake on your mobilisation of assets comes from their effect on the war support of the various member groups. You have already been provided control over a large fraction of fleet assets from the member worlds nearest the LBZ, but more can be requisitioned.

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


=====================================

Assets

Automatic Assets:
Starfleet Line Starships
Starfleet Auxiliary Ships
Federation Emergency Committee - Internal Diplomacy Team


The following units are available to be mobilised at relatively short notice. More options from each world will become available:

[ ] Please select up to a maximum of 20 war support of assets to mobilise from the start
(Please be aware of costs associated with assets)

Starfleet Reserve Personnel (20pt from Starfleet, +20 O/E/T for duration of SoE only, one-time)
Starfleet Engineering Command (5pt from Starfleet, to deploy will require 2 cargo ships and 2 freighters to be sourced from member worlds)

Federalise Fleet Units from <Member World> (5 cost for explorer, 2 cost for cruiser, 1 cost for frigate, paid against member world you are calling up fleet units from)
Federalise Auxiliary Units from <Member World> (3 cost for freighter, 2 cost for cargo ship, 3 cost for other auxiliary units)

Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
Federation Diplomatic Service Consular Team 3 - Internal Diplomacy (10pt cost for Starfleet, gain Internal Diplomacy Team)

Andorian Orbital Guard Runabouts (3 cost for Andorian Guard, gain +1 to outpost and starbase atttempts to detect incoming ships)
Starfleet Academy Red Squad Runabouts - Recon team (4 cost for Starfleet, gain +1 to outpost and starbase atttempts to detect incoming ships)
Vulcan Survey Corps - Recon team (3 cost for Vulcan, gain +1 to outpost and starbase atttempts to detect incoming ships, gain 1 Civilian Research Cruiser)

North America Productivity Commission - Heavy Industry (5 Cost to Earth, gain Heavy Industry asset)
Shorc Xurth Resource Combine - Heavy Industry (5 Cost to Tellar, gain Heavy Industry asset)
East Asian Productivity Commission - Heavy Industry (5 Cost to Earth, gain Heavy Industry asset)
Cheleb-Kor Industrial Centre - Heavy Industry Team (8 Cost to Vulcan, gain Heavy Industry asset)
Dhara Heavy Industry Park - Heavy Industry (5 Cost to Andoria, gain Heavy Industry asset)

Gorc Belth Colonial Engineers - Engineering Team (10 Cost from Tellar, gain Engineering Team with 2 Engineering Ships, 3 Cargo Ships, 1 Freighter)
UESPA Deep Space Engineering - Engineering Team (10 Cost from United Earth, gain Engineering Team with 2 Engineering Ships, 3 Cargo Ships, 1 Freighter)
Andorian Imperial Star Engineers - Engineering Team (10 Cost from Andor, gain Engineering Team with 2 Engineering Ships, 2 Cargo Ships, 1 Freighter)

Generate Generic Heavy Industry from <Member World> (10 Cost to Member World, gain Heavy Industry asset)
Generate Generic Engineering Team from <Member World> (15 Cost to Member World, gain Engineering team)
Generate Generic Internal Diplomacy Team from <Member World> (10 Cost to Starfleet, 5 Cost to Member World, gain Internal Diplomacy Team)
Generate Generic External Diplomacy Team from <Member World> (10 Cost to Starfleet, 5 Cost to Member World, gain External Diplomacy Team)

=====================================

Fleet Units

Fleet Units

Starships and other assets that you can use to supplement your forces, create new task forces, replace losses, or reinforce attacks.
Recon Units

Recon Units

Supplementary patrol units that you can attach to your starbases, outposts, and fleet units.
Internal Diplomacy

Internal Diplomacy

Assets that you can employ to help bolster links between member worlds, or shore up flagging support. They can also be used to increase the rate with which you are able to mobilise assets, though that may become a double-edged sword.
External Diplomacy

External Diplomacy

Assets that you can employ to conduct relations with other nearby powers, such as the Ked Paddah, the Honiani, the Laio, the Gaeni, and others.
Engineering Teams

Engineering Teams

Field deployable units consisting of Engineering Ships, construction crews, and the like. They are capable of conducting operations abroad in unsettled systems.
Heavy Industry

Heavy Industry

You need heavy industry to provide extra boosts to ship production, repair, to produce the components necessary for constructing stations, outposts, and starbases.
Doctrine Specialists

Doctrine Specialists

All doctrines are plans, and no plan survives first contact with the enemy. War is the most unforgiving task master, so you best learn what works and doesn't work quickly.


=====================================

The Home Front

Current War Support:
Starfleet - 200pt
United Earth SPA - 140pt (-10 from Economic Mobilisation)
Vulcan High Command - 45pt (-5 from Economic Mobilisation)
Tellarite State Forces - 140pt (-10 from Economic Mobilisation)
Betazed Defence Forces - 50pt
Rigel Defence Force - 100pt
Andorian Guard - 100pt
IT of Gaen - 150pt

NB: Starfleet's entry here is more to do with organisation-wide morale and depth.

War Weariness increases with:
Battles
Casualties
Time
Resource Requests
Economic Policy changes
Failing set objectives

War Support increases with:
Some victories
Achieving set objectives
Releasing resources

Councillors
UESPA - 3 Dev, 2 Exp, 1 Pac, 1 Haw
VHC - 1 Dev, 5 Pac
TSF - 3 Dev, 1 Pac, 1 Haw
BDF - 2 Pac
RDF - 4 Merc

===================================

Current Economic Settings:
Starfleet - N/A
United Earth SPA - Peacetime -> Early Mobilisation
Vulcan High Command - Pacifist -> Peacetime
Tellarite State Force - Peacetime -> Early Mobilisation
Betazed Defence Forces - Pacifist
Andorian Guard - Peacetime
Rigel Defence Force - Peacetime
IT of Gaen - Wartime Economy
Honiani - Peacetime
Laio - Peacetime

Levels of Mobilisation
Pacifist - 75% of normal income, 100% of normal build
Peacetime - 100% of normal income, 100% of normal build time, no stockpile opening
Early - 125% of normal income, -1Qtr build time, open 25% of stockpile
Limited - 150% of normal income, -2Qtr build time, open full stockpile
Wartime - 200% of normal income, -25% build time, post-war economic slump,
Total - 250% of normal income, -50% build time, post-war economic crash,

There are maximum time-frames that a wartime economy can be maintained without income dropping again.

===================================

War game results:

T'Mir starts from [1C] at Gammon, below Kappa Tau

Thirishar stays close to Betazed - escort ships spread out in patrol screen

T'Mir begins approach
Med DC Sci-T to decide which ship's patrol area to approach - easily passed, chooses seam between Astute and Assist, both will attempt but at -1

Astute and Assist each make opposed Sci-T to detect. T'Mir wins both easily.
Entering search envelope for Rixx Defence Platform - opposed Sci-T roll, T'Mir wins, continues undetected.

T'Mir will attempt to create a decoy for Thirishar to follow, Hard DC Sci-T: pass
Thirishar faces Hard DC Sci-T test to detect that they are following a decoy - failed
Thirishar faces Hard DC Rec-T to reach the decoy in time to return to Betazed system at -2: failed

T'Mir to make Hard DC Sci-T for undetected final approach into Betazed system: passed
And opposed by Outpost: T'Mir wins

In Betazed there is nothing left bar the eternal laughter of Samyr Kanil.
 
Omake - War Games - Briefvoice
War Games

"To sum up, our objective is to penetrate Commodore Grann's patrol area and travel inside Betazed's orbit around Beta Zeta. At that point our imaginary mentat will be assumed to have destructively completed her thesis and created a stellar event capable of annihilating the planet. Any questions?" Captain Samyr Kanil looked around the table at her senior officers and took a sip of coffee

The T'Mir's first officer, Commander Mica zh'Halron, scowled back across the table, her antenna twitching. "Is this even doable, Captain? It's not like we have a cloaking device. If Grann squats his entire force in-system-"

"He could, but that has its own problems. Betazed is a homeworld with all the traffic that implies. If he waits, then we can disguise our subspace wake just on their communications bandwidth alone, much less slipping in behind some convenient freighter. If we're allowed to choose our own trajectory in-system, then he has to hope he can scramble a ship to stop our approach before we hit our target space... and slow as an Oberth is, he doesn't have that many ships for a volume the size of a star system. No, the logical course is for him to set up a patrol screen. That way his ships get a parallax view of subspace activity, and it makes any concealment on our part that much harder."

Kanil's Tellarite tactical officer, Tolla Graffo, jumped in. "The two Betazoid patrollers are his vulnerability. Their sensors are decades behind the time. If we can find a seam where the Astute and the Assist are the closest ships, we can dive right in between them."

Zh'Halron's ever-present scowl weakened a little. "That's a serious if, Lt. Commander. We'll have to correctly map the patrol on long range sensors before they can detect us."

"Just like being back on the edges of Cardassian space," replied Kanil with more confidence than she felt. "The only ship I'm afraid of meeting on patrol is the Thirishar itself. What do you think the chances of that are, Ensign Fluttrax?"

The betazoid ensign, who was most definitely not one of Captain Kanil's most senior officers, flushed and hemmed. "Oh. I- I'm not sure-"

"Best guess," replied Kanil, talking over her. "I invited you for a different perspective because you've got the freshest psych-ops training on the ship. My senior officers and I have been trying too hard to think like Cardassians for the past few years. We might be in a mental rut."

Ensign Fluttrax calmed herself and took a few seconds to think. "I'm sure you're right on his optimal strategy, Captain, but everything in Commodore Grann's profile says he'd rather play defense. I think he'll keep his best ship tight to Betazed to stop us if we slip through the patrol."

"Which it's pretty much guaranteed to do," broke in Graffo. "Unless we manage to catch them at the extreme opposite edge of the system, an Excelsior is fast enough to race to catch us before we enter inner orbit. Maybe even then, if he treats it like the real thing and shaves some life off the Thirishar's warp coils."

"That's why we have the ace they don't know about making things a little more even," replied the Captain.

When they broke up a few minutes later, zh'Halron caught the captain's eye and got her to hang back. "What is it, Commander?"

"Wondering, sir. What do you think our odds really are here?"

= = =

"Almost no chance," said Rear Admiral Kimberly Pragur to Captain Alexandria Kuznetsova.

Captain Kuznetsova shifted uneasily. She and Pragur had been dispatched from Starfleet Tactical to watch the exercise in real time. It was all being recorded, but this way any follow-up questions for the commanders involved could be asked immediately, while all memories were still fresh. Normally this wouldn't be a task for someone of Pragur's exalted rank, but this was also a chance for her to inspect the rapidly forming fleet and have some talks directly with Rear Admiral Eaton.

"I think you might be underestimating the T'Mir," said Kuznetsova. Her hands itched to start pulling some lunch off the table and begin demonstrating, but Pragur was not only two ranks above her but also Admiral Sulu's chief of staff. Self-control was called for. She placed her hands in her lap, then reconsidered and sat on them instead.

"I give the T'Mir a lot of credit, but- Hmmm, let's say this crumpled up napkin is the Beta Zeta System. Now we not only have an outpost there- I'll put this salt shaker to represent, but also Betazoid system traffic control is entirely separate, and they're always looking for ships in trouble, which means ships not in position or not doing what they're supposed to. Let me just scatter some chip crumbs all over the napkin for that. Now all of this is completely separate from Commodore Grann's fleet and ought to be enough all on its own. You add in the ships... let me represent their patrol patterns with these butter knives."

Was... was Pragur doing this on purpose? She was! Kuznetsova could see the laughter in her eyes. This woman was the devil! She was the devil! And a rear admiral. And the chief of staff. The rumors were true, Sulu's people knew everything.

Kuznetsova continued to sit on her hands and watch the remains of their lunch be manipulated.

= = =

Shayla Fluttrax sat in the center of the small group of Betazoids serving on the T'Mir. They had all been pulled off their duties to, hopefully, do nothing at all. Telepathic probes should be useless at these distances. Key words, should be, but there were some Betazoids capable of exceptional range. Shayla's group were to let Captain Kanil know the instant they felt telepathic contact of any sort, just in case an exceptional individual turned mind their way. You had to be on the look out for that sort of thing, invading the Beta Zeta system.

She wondered if this was cheating, but the Captain said that like having access to Commodore Grann's personnel file, advantages like these were meant to simulate the sort of scientific miracles a mentat might pull out. Besides, so far they had felt nothing and odds were it would stay that way. Shayla was a little surprised the exercise had gone on this long anyway. The captain had talked a good game, but the whole crew knew that they were depending on an awful lot of things going right. It was mostly a matter of how far they could get.

= = =

"Decoy is away, Captain," said Lt. Commander Graffo.

Captain Kanil nodded approvingly. "Good. Now we see if the Thirishar follows."

Just as Ensign Fluttrax had predicted, Captain ch'Gharist and his Excelsior had been held back as the final line of defense. This was the most delicate stage. If they didn't take the bait and pursue, the exercise was as good as over right here. They waited.

Finally Graffo announced the results. "Thirishar is warping out. We got lucky, Captain. They were on the wrong side of Beta Zeta. The star's interference helped fool their sensors, and I think they held off going to warp an extra few minutes to avoid disrupting local subspace. Not willing to have interstellar communications jammed up over an exercise."

Captain Kanil gave the order. "Move in. Keep the subspace relay between us and the Outpost, and start spoofing our identification beacon to match that in-system freighter, 'Light of Rixx'. With any luck, traffic control will think they're burning extra hot to make up time."

Her first officer commented. "For once being an Oberth comes in handy. Try having a Connie-B initiate a freighter. Like an adult trying to hide in a classroom full of children."

There was a general chuckle around the bridge. No outsiders got to make fun of an Oberth's size, but it was okay for them to have a laugh about their wee little ship.

Samyr waited for them to be detected. And waited. This was a home system. They weren't really going to get away with this, were they? There were defenses. Stations. You couldn't sneak up on a home system like this. You couldn't. It wasn't... wasn't logical, said her old Surakian studies.

Finally the waiting ended. "Captain, we're in position. We won," said Graffo. She sounded excited, still in competition mode.

Samyr felt sick to her stomach. "Send the signal. Let everyone know the exercise is over." She turned on the intercom. "All hands, this is Captain Kanil. The exercise is over. The T'Mir is victorious. We penetrated the Beta Zeta system. If this had been a real attack-"

What the hell was she saying? Samyr cut herself off. "Congratulations on all your hard work. We've learned a lot."

The ulcers were gone months ago, but the stress caused phantom pains to reappear. She walked casually to the rear of the bridge, pretending to inspect some screens there. Mica moved up behind her.

"Are you all right?" asked her XO quietly.

"I'm fine. I- We learned a lot, and I don't like what we learned."

Mica nodded in understanding.

I was going to request a transfer off, thought Samyr. A decade was a long time. She had literally been the only captain the T'Mir had ever known. But then this damn war popped up, and she couldn't abandon the T'Mir. Not at a time like this.

= = =

Rear Admiral Pragur's face was still pale, an hour after the exercise had ended. She and Captain Kuznetsova were still reviewing their questions. Still trying not to let them boil down to, "How the hell did you let this happen?"

"At least the T'Mir will be on our side if mentats try for real," offered Alexandria.

"Did this happen because the T'Mir is so good, or because our defenses are so bad?" asked Pragur.

"That's the question of the day, sir."

Pragur shook her head head. "Going to be a lot of second-guessing about this, Captain. Unless I miss my guess, Eaton is going to rip Commodore Grann a new one in her polite English way. Or maybe she'll let McAdams do it for her if she doesn't feel like being polite."

"Sure, but it's not like any of us had any criticisms of his defense plan before the exercise went through. It was a good plan. The T'Mir had a lot of things go right for them," offered Alexandria.

"We're Starfleet Tactical. Our plans are supposed to succeed even if things go right for the bad guy," said Pragur.

"Sir."

"I know. I know that's not possible. That's the worst part about working for Vice Admiral Sulu, you know. The worst part and the best part."

Captain Kuznetsov's face twisted in confusion. "I don't understand."

"He makes you believe the impossible is possible. Sometimes that's the greatest thing in the world. Sometimes, like right now, a part of me is saying that if Sulu had been in command the T'Mir would never had gotten through. He would have figured it out. Why couldn't Commodore Grann?"

"Maybe the spirit of Sulu was with the T'Mir this time, sir. After all, if the impossible is possible then that's got to be true for both sides," replied Alexandria with a hint of a smile.

Rear Admiral Pragur laughed for a good ten seconds. "Oh. I needed that. Come on, captain. Time to start talking to every captain involved."

"Sir."
 
Last edited:
Omake - Illogical and Imprudent - SynchronizedWritersBlock
Been trying to get this one right ever since I did the analysis of Revak's battle with the Cardassians. It's been sitting around for long enough that I'm just going to post it to get it out there. Enjoy, I think.




Illogical and Imprudent

"Illogical and imprudent," Revak muttered again as the fleet burns towards the system's Kuiper belt under low emissions. The Cardassians were coming in at high warp, but according to the High Queen their standard procedure was to leave warp outside the system. One Kaldar, two Jalduns, and two escorting frigates. Against that force, he had only a single Constitution and three upgraded Mirandas.

He paced the empty ready room, trying to find a logical way to win the upcoming battle. No, that was impossible. To just carry out the letter of his orders then. Blood them and withdraw.

At that thought, suddenly, the burden of command seemed all the greater. Over a thousand sapients in his squadron depended on him alone to bring them through the battle alive. He was not a battlemaster. Did he now regret pushing for this position? He had thought escort command would be relatively safe. Close enough to the action to temper him, far enough to avoid the full madness of war.

Naive.

Yet here he was. He could not fail his crews. He was not a poor commander. Far from it, the unofficial ASTF3 patch that the crew of the Cheron proudly displayed was evidence enough of his ability. Or so his former crew had told him. But the lessons of captaincy paled to the responsibility of fleet command. He had some ideas of surprising the Cardassians in the Kuiper belt, but that would not be enough, if it worked at all.

In command of Vulcan sector, Revak had often given this advice to his subordinates:
"When you are unsure on what to do, do what is logical."

It was something of a Vulcan truism. The problem was when there was no obviously logical course of action. Like he lacked now. He remembered Ambassador Spock had once quoted a continuation of the proverb back to him, the only time they had met. How does it go?
"When no logical course of action remains, consult a human."

Revak straightened his back in realization. That was it! The human admiral from Tactical, Harriman! He had held a conference of captains when they deployed to the GBZ, rolling out the new Lone Ranger attack patterns. Rear Admiral Ainsworth had drilled and re-drilled both task-forces on the specifics. They hadn't been used in battle yet, but was this not exactly the situation they were designed for? Was it not the logical thing to attempt?

How did they go again...?

Revak pulled up the relevant file on his PADD.

...on the case where the enemy squadron comes from above and from port or starboard at once, the helmsman may...
...activate pre-programmed computer algorithms to react faster to incoming...
...when pursued by one to three ships, two partnered ships can weave to create overlapping zones of...


He quashed a wave of unease. These tactics were untested outside of wargames. Rear Admiral Harriman himself? Was he not said to be unreliable? The most skilled human in Starfleet had been killed on his watch. The thousand lives under Revak's command could now depend on a flaky training document and the skills and memory of his helmsman.

Those were not productive thoughts at this time. There was no other alternative.

Revak secured the PADD in its holder and walked out onto the bridge.

"Prepare the battle bridge," he ordered as he walked from the ready room to the turbolift.

"Sir!" the Captain of the Valiant barked. The bridge crew seemed to straighten in their seats, noticing their commodore's change in demeanor.



Exactly six minutes later, the Cardassian task-force came into view, having caught wind of their drive trail. His four ships lurked in the dust of a disintegrating asteriod, ready to engage.

"Full impulse," Revak ordered.

He took in a breath, then let it out in a clear and precise command.

"Attack Pattern Echo-One!"

The fleet roared to life. Battle was joined.



"Sir. There is a transmission from GBZ Command."

"Put it through to the mission room," Rear Admiral Harriman told his secretary. Sometimes transmissions meant for Tactical got sent to the wrong office. He wasn't in command of any field units at the moment.

"Commodore Revak is asking for you specifically, sir."

He sucked in a breath. Revak? Vulcan High Command's rising star?

"Very well. I will receive it in my office."

A moment later, John was seated at his desk.

"Commodore," he said neutrally. Revak seemed to be transmitting from his cabin, but there was the telltale signs of scorching. John knew that scorching. Battle damage. The Vulcan himself had a faint green bruise on his forehead.

"Admiral Harriman," Revak began formally. "I..."

"Are you all right, Commodore?" Harriman asked.

"Yes," Revak said, looking somewhat strained. "No. I must apologize."

Revak gave an entirely uncharacteristic shake of the head, before continuing. If Harriman doesn't know better, he would say the Vulcan was nervous.

"I mean to say, sir, that I have called to apologize to you."

"Commodore Revak?" Harriman asked. He could think of no reason this man would have to apologize. They had hardly interacted outside of briefings.

"I will cut straight to the chase," Revak said, even as he grimaced at using a human expression. "Like many in Starfleet, I had preconceptions about you because of the incident that killed Admiral Kirk."

John Harriman slumped back in his chair. One of the biggest regrets of his life brought into the open so suddenly. Revak continued unabated.

"Yesterday, the attack patterns and tactics you taught us undoubtedly saved my life and the lives of everyone under my command," he said. "I re-examined my thoughts about you and concluded that they were biased and lacked supporting evidence."

"You don't have to call to apologize just to say that," John said slowly, working his jaw out of the dropped position.

"No. I owe you more than just an apology. It is the right thing to do. Thank you for your work on our behalf, John Harriman."

"Doctrine research is done by Kuznetsova's Tiger Team," John said almost tiredly. "I can't take credit. And Sulu is the one who decides to implement it."

"No," Revak said. "You were the one to assemble the doctrine packet and your teams wrote the training manuals under your direction. You were the one to brief me and my captains. I am grateful to your entire team at Starfleet Tactical, but if you had not explained everything quite so clearly, we would not have survived that battle."

"I am..." John remained at a loss for words. "I am very glad that our doctrine was used to such effect. Please try not to test it too often."

Revak inclined his head lightly.

"I can agree to that. Please do not hesitate to contact me if there is anything I can do for you."

"Likewise," John said. "Stay safe out there."

Revak nodded once and cut the connection.

John leaned back into his office chair and sighed, before turning back to his paperwork. What had just happened?



I know we don't do omake rewards, but maybe, just maybe one of Starfleet's most political Vulcans might go to bat for John Harriman the next time Harriman's low politics is a hindrance. They are in the same chain of command now, after all.
 
2314.Q4.M1.F2 - Arcadian Crisis
[X] Plan Diplomatic Buildup
-[X] Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
-[X] Federation Diplomatic Service Consular Team 3 - Internal Diplomacy (10pt cost for Starfleet, gain Internal Diplomacy Team)

2314.Q4.M1.F2

It is very late in the evening. The night shift is in, your current yeoman has gone home to his family, the staff heads have gone, the aides have gone. But in your office, the light is on as you continue to pore over the results of the T'Mir's 'destruction' of Betazed. It is a result that has sent panic through the institution and you don't intend to rest until they figure out just how Kanil managed the feat. You glance up as you hear your office door slip open, and your hand reaches for the phaser pistol Linderley insisted on installing beneath your desk. Vice Admiral Sulu gives you a smile as he knocks gratuitously on the door frame.

"Admiral."

Goodness, we're all paranoid now. You relax in your seat and wave a hand at your dear subordinate.

"Good evening, Hikaru, shouldn't you be back with your wife?" you remark. "I know I should be back home with my rabbits."

"I had been about to head home when I heard an alarming whisper from a Vulcan compatriot of mine," explains Sulu.

You simply head a sigh and look up from your work expectantly.

"Tomorrow at Council, the Pacifists intend to change tack and go after the fact that the Tellarites, who have long been the heart of the Development faction that has pushed the war, will have no ships in the battle force. Particularly when we are attempting to federalise Vulcan High Command ships." He waits to see if you will reply, then continues. "It may be prudent to review those plans and advice the President's office before Council tomorrow."

You stare at him for a long count of heartbeats, until you silently reach for your paperweight and hurl it at the far corner.

[ ][FLEET] That is the President's concern. Keep deployment plans as-is (-5 war support all worlds)
[ ][FLEET] Cooperate - Relegate the Vulcan High Command to patrol and call up Tellarite forces (+5 support on Vulcan, -10 on Tellar)
[ ][FLEET] Renegotiate - Limit the Vulcan call up to their Oberth, tap the Tellarite forces instead. (+2 support on Vulcan, -10 support on Tellar, gain 1 Oberth)
[ ][FLEET] Avoid call-up of either Vulcan or Tellarite forces (+10 support on Vulcan and Tellar, -5 to other involved member worlds)

-

=====================================

State of Emergency, 2314.Q4.M1.F2 (Turn 2 of State of Emergency)

You are currently operating in a State of Emergency.

This entails an increased operational tempo 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. The most notable brake on your mobilisation of assets comes from their effect on the war support of the various member groups. You have already been provided control over a large fraction of fleet assets from the member worlds nearest the LBZ, but more can be requisitioned.

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


=====================================

Assets

Current Assets:

Fleet Units
Starfleet Line Starships
Starfleet Auxiliary Ships

Internal Diplomacy Teams
Federation Emergency Committee - Unassigned
Federation Diplomatic Service Consular Team 3 - Unassigned

External Diplomacy Teams
Federation Diplomatic Service Ambassadorial Team 4 - Unassigned

=====================================

Fleet Units

Fleet Units

Starships and other assets that you can use to supplement your forces, create new task forces, replace losses, or reinforce attacks.
Recon Units

Recon Units

Supplementary patrol units that you can attach to your starbases, outposts, and fleet units.
Internal Diplomacy

Internal Diplomacy

Assets that you can employ to help bolster links between member worlds, or shore up flagging support. They can also be used to increase the rate with which you are able to mobilise assets, though that may become a double-edged sword.
External Diplomacy

External Diplomacy

Assets that you can employ to conduct relations with other nearby powers, such as the Ked Paddah, the Honiani, the Laio, the Gaeni, and others.
Engineering Teams

Engineering Teams

Field deployable units consisting of Engineering Ships, construction crews, and the like. They are capable of conducting operations abroad in unsettled systems.
Heavy Industry

Heavy Industry

You need heavy industry to provide extra boosts to ship production, repair, to produce the components necessary for constructing stations, outposts, and starbases.
Doctrine Specialists

Doctrine Specialists

All doctrines are plans, and no plan survives first contact with the enemy. War is the most unforgiving task master, so you best learn what works and doesn't work quickly.


Task Assignments:

Federation Emergency Committee
[ ][FEC] Focus on increasing mobilisation (+10pt/mnth mobilisation rate)
[ ][FEC] Lobby to raise war support on <Member> (+2 war support per month for target)
[ ][FEC] Lobby to increase economic mobilisation on <Member> (chance of forcing an economic push)
[ ][FEC] Reassure <Member World> (Chance to reduce support lost from combat or mobilisation)
[ ][FEC] Work to add Member World <Target> to responding worlds

FDS Consular Team
[ ][CON] Focus on increasing mobilisation (+10pt/mnth mobilisation rate)
[ ][CON] Lobby to raise war support on <Member> (+2 war support per month for target)
[ ][CON] Lobby to increase economic mobilisation on <Member> (chance of forcing an economic push)
[ ][CON] Reassure <Member World> (Chance to reduce support lost from combat or mobilisation)
[ ][CON] Work to add Member World <Target> to responding worlds

FDS Ambassador Team
[ ][AMB] Conduct half-strength diplomatic push on <Target>
[ ][AMB] Lobby to integrate <Affiliate Member> who is already at war into your forces (Will begin to build support in that world)
[ ][AMB] Lobby to have an <Affiliate Member> join the war effort (Will begin to build support in that world)
[ ][AMB] Convey a write-in request to <Target> (Variable results)
[ ][AMB] Extend peace talks feelers

Additional task types may be requested of the QM.

=====================================

The Home Front

Current War Support:
Starfleet - 180pt (-20 from Asset Mobilisation)
United Earth SPA - 140pt
Vulcan High Command - 45pt
Tellarite State Forces - 140pt
Betazed Defence Forces - 50pt
Rigel Defence Force - 100pt
Andorian Guard - 100pt
IT of Gaen - 150pt

NB: Starfleet's entry here is more to do with organisation-wide morale and depth.

War Weariness increases with:
Battles
Casualties
Time
Resource Requests
Economic Policy changes
Failing set objectives

War Support increases with:
Some victories
Achieving set objectives
Releasing resources

Councillors
UESPA - 3 Dev, 2 Exp, 1 Pac, 1 Haw
VHC - 1 Dev, 5 Pac
TSF - 3 Dev, 1 Pac, 1 Haw
BDF - 2 Pac
RDF - 4 Merc

===================================

Current Economic Settings:
Starfleet - N/A
United Earth SPA - Early Mobilisation
Vulcan High Command - Peacetime
Tellarite State Force - Early Mobilisation
Betazed Defence Forces - Pacifist
Andorian Guard - Peacetime
Rigel Defence Force - Peacetime
IT of Gaen - Wartime Economy
Honiani - Peacetime
Laio - Peacetime

Levels of Mobilisation
Pacifist - 75% of normal income, 100% of normal build
Peacetime - 100% of normal income, 100% of normal build time, no stockpile opening
Early - 125% of normal income, -1Qtr build time, open 25% of stockpile
Limited - 150% of normal income, -2Qtr build time, open full stockpile
Wartime - 200% of normal income, -25% build time, post-war economic slump,
Total - 250% of normal income, -50% build time, post-war economic crash,

There are maximum time-frames that a wartime economy can be maintained without income dropping again.

UESPA has moved from 110/60/2/2.2/2.2 to 140/75/2.5/2.75/2.75 - gained 50/40 from stockpile
VHC has moved from 40/35/1/1.75/1.5 to 55/45/1.35/2.35/2
TSF has moved from 95/50/1.45/1.95/1.95 to 120/65/1.8/2.4/2.4 - gained 50/40 from stockpile
 
Last edited:
2314.Q4.M2.F1 - The 11th Hour
QM/N: I was going to string a few of these reveals out more, but I've pushed it up since the thread discussion ended up cottoning on.

[X][FLEET] Cooperate - Relegate the Vulcan High Command to patrol and call up Tellarite forces (+5 support on Vulcan, -10 on Tellar)
[X][FEC] Focus on increasing mobilisation (+10pt/mnth mobilisation rate)
[X][CON] Focus on increasing mobilisation (+10pt/mnth mobilisation rate)
[X][AMB] Lobby to integrate <IT of Gaen> who is already at war into your forces (Will begin to build support in that world)

2314.Q4.M2.F1

Antechambers, Federation Council, Paris

"Do you think there's a chance that they'll come to the table?" you ask as you walk alongside the the head of the Diplomatic Service down the corridors of power.

"I certainly hope not," the Andorian man replies. Surprise makes you stumble, though you keep your feet. When you recover you, straighten up and give the man an uncomprehending look. The typically cloud of aides you both travel with hang back as you stop. "You have to understand, it's pointless. It's worse than dealing with the Yrillians - the necessary centralisation simply isn't there."

"They have an autocratic Emperor, how can there not be enough centralisation?" you ask as you begin to walk again.

"That's what we thought at first," says the Andorian with a nod. "But eventually we realised why the Ked Paddah really went to war."

"Not the core-collapse experiments, then?"

"That was the trigger for the crisis, but the reason it went to war was simply because the Arcadians are institutionally incapable of reigning it in," he explains. "The Emperor is merely the single strongest House leader among many Houses. Mentats themselves aren't even a government program - it's too widespread, any noble can patronise one. Merely the act of accepting responsibility for the actions of another House's mentat puts them on a treacherous footing regarding internecine conflict."

"That's horrifying," you blurt.

"We'd have to effectively conduct diplomacy with not just the Emperor, but with the Houses Major simultaneously."

-


Starfleet Headquarters, Sol III

You have Councillors Stesk, Langford, and a quartet of other Councillors in your office. If you have to be honest, it is more than a little alarming for you. You're comfortable around politics and politicians, but you usually prefer to be stepping into their domain, rather than having it all land at your doorstep. But here you are, and here they are, making a case.

"Yes, I'm worried, of course I'm worried," says the esteemed Councillor for Earth. "Madame President was picked to appeal to the new wave members, not because she was the best candidate for President."

"I'm versed in Council politics, sir, I'm aware of that much. I knew the hot tip had been for the Councillor for Andor." You shift uncomfortably in your seat at that. "Are you suggesting there is a bit more to it than that?"

"Phyria ch'Gallenth was the most qualified, and most rounded candidate," replies Rob Langford as he puts down his coffee cup on your desk. "But he was Andorian, same as the last President, and both Jorth and Sadek wanted to shake things up."

"The President's background is purely industrialist," explains Councillor Stesk, sitting next to Councillor Langford. "Even during the Caitian-Dawiar War, President N'Gir had little direct involvement with the Grand Fleet. Instead she was responsible for the duplication of key production."

"Councillor sh'Arrath didn't have any experience in Starfleet or the Andorian Guard either," you point out.


"While that is the case, the former President had considerable experience serving on the Exploratory Forces Committee and on the Emergency Committees," replies Stesk. "We hold grave concerns that the new President is approaching this war in a less than logical, well-informed process."

"The Caitians political class have never had real experience with this sort of government. And their approach is more aggressive." Langford lets out a heavy sigh. "Most of us viewed going to war with the Dawiar as a mistake, and I feel that subsequent events bore out that view. But the Caitians jumped into it with both feet."

"So what do you want from me?" you ask, folding your arms over your chest, just under the dazzling Admiral's rank badge.

"You need to help the President find and keep to a proper strategic framework here," urges Langford, leaning forward in his seat.

"Director th'Chanik of the Diplomatic Service has been lobbying us lately that the Arcadian Empire in its current form is all but intractable," adds Councillor Stesk. "I admit, while such a concept runs afoul of our belief in IDIC, we are willing to accept that the immediacy of unchecked mentat activity limits the feasibility of a diplomatic solution. Nonetheless. It is better to continue in our present course, than to enter into a war for which the President is not up to the task."

"I may have elevated powers during a State of Emergency, but I kindly remind you, I can't dictate to the President of the Federation," you tersely reply.

"The President knows she is short on experience here, she'll probably listen," says Langford. "But if she doesn't, if you threaten to resign, well, she's a savvy enough politician to know it will collapse her Presidency if you resign."

"Leaving the Federation in a perilous situation at a perilous time," you point out.

Stesk shakes his head. "Better for the Federation to be embarrassed than to come to material harm."

-

Federation Broadcast Service, Breaking News

It has been announced that with a mere hour remaining for the ultimatum's deadline, a delegation has been dispatched from the Arcadian Emperor on Morshadd to travel to Sol to meet with the Federation Council. Anonymous officials in the Diplomatic Service have suggested to the FBS that this is most likely a delaying tactic, as the matter of rogue mentats was too deeply entwined in their society.

Early reports indicate that the Arcadian Delegation which to make reparations for the damage to the USS Courageous and the USS Sappho, two ships that have been damaged after encounters with mentats conducting unsafe experiments, including the Agamedes artificial limited core-collapse scenario that touched off this revolt.

-

The President reaches out to you before her meeting with the Arcadians to discuss the state of preparations, presenting you with the opportunity to convey the Council's concerns as your own.

[ ][PRESIDENT] (Pick three things to focus on for addressing the President)
-[ ][PRESIDENT] Shoring up support in Vulcan and Betazed
-[ ][PRESIDENT] Addressing Council Division
-[ ][PRESIDENT] Insufficient Exit Strategy
-[ ][PRESIDENT] Need to hold off and investigate further
-[ ][PRESIDENT] Chance for further diplomacy
-[ ][PRESIDENT] Need to focus on the Ked Paddah
-[ ][PRESIDENT] Other write-in (EIGHT WORD MAXIMUM TO BE VALID)


=====================================

State of Emergency, 2314.Q4.M2.F1 (Turn 3 of State of Emergency)

You are currently operating in a State of Emergency.

This entails an increased operational tempo 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. The most notable brake on your mobilisation of assets comes from their effect on the war support of the various member groups. You have already been provided control over a large fraction of fleet assets from the member worlds nearest the LBZ, but more can be requisitioned.

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


=====================================

Assets

Current Assets:

Fleet Units

Starfleet Line Starships
Starfleet Auxiliary Ships

Internal Diplomacy Teams
Federation Emergency Committee - Focus on increasing mobilisation (+10pt/mnth mobilisation rate)
Federation Diplomatic Service Consular Team 3 - Focus on increasing mobilisation (+10pt/mnth mobilisation rate)

External Diplomacy Teams
Federation Diplomatic Service Ambassadorial Team 4 - Lobby to integrate into forces if war commences - Estimated completion 2315.Q1.M1.F1


The following units are available to be mobilised at relatively short notice. More options from each world will become available:

[ ] Please select up to a maximum of 30 war support of assets to mobilise from the start
(Please be aware of costs associated with assets)

Starfleet Reserve Personnel (20pt from Starfleet, +20 O/E/T for duration of SoE only, one-time)
Starfleet Engineering Command (5pt from Starfleet, to deploy will require 2 cargo ships and 2 freighters to be sourced from member worlds)

Federalise Fleet Units from <Member World> (5 cost for explorer, 2 cost for cruiser, 1 cost for frigate, paid against member world you are calling up fleet units from)
Federalise Auxiliary Units from <Member World> (3 cost for freighter, 2 cost for cargo ship, 3 cost for other auxiliary units)

Andorian Civil Service - Internal Diplomacy Team (20pt cost for Andor, gain Internal Diplomacy Team)
Retired Admiral Vitalia Yukiko Kahurangi - Personal Diplomatic Consultant (5pt cost for Starfleet, gain Special Asset)

Andorian Orbital Guard Runabouts (3 cost for Andorian Guard, gain +1 to outpost and starbase atttempts to detect incoming ships)
Starfleet Academy Red Squad Runabouts - Recon team (4 cost for Starfleet, gain +1 to outpost and starbase atttempts to detect incoming ships)
Vulcan Survey Corps - Recon team (3 cost for Vulcan, gain +1 to outpost and starbase atttempts to detect incoming ships, gain 1 Civilian Research Cruiser)

North America Productivity Commission - Heavy Industry (5 Cost to Earth, gain Heavy Industry asset)
Shorc Xurth Resource Combine - Heavy Industry (5 Cost to Tellar, gain Heavy Industry asset)
East Asian Productivity Commission - Heavy Industry (5 Cost to Earth, gain Heavy Industry asset)
Cheleb-Kor Industrial Centre - Heavy Industry Team (8 Cost to Vulcan, gain Heavy Industry asset)
Dhara Heavy Industry Park - Heavy Industry (5 Cost to Andoria, gain Heavy Industry asset)

Gorc Belth Colonial Engineers - Engineering Team (10 Cost from Tellar, gain Engineering Team with 2 Engineering Ships, 3 Cargo Ships, 1 Freighter)
UESPA Deep Space Engineering - Engineering Team (10 Cost from United Earth, gain Engineering Team with 2 Engineering Ships, 3 Cargo Ships, 1 Freighter)
Andorian Imperial Star Engineers - Engineering Team (10 Cost from Andor, gain Engineering Team with 2 Engineering Ships, 2 Cargo Ships, 1 Freighter)

Generate Generic Heavy Industry from <Member World> (10 Cost to Member World, gain Heavy Industry asset)
Generate Generic Engineering Team from <Member World> (15 Cost to Member World, gain Engineering team)
Generate Generic Internal Diplomacy Team from <Member World> (10 Cost to Starfleet, 5 Cost to Member World, gain Internal Diplomacy Team)
Generate Generic External Diplomacy Team from <Member World> (10 Cost to Starfleet, 5 Cost to Member World, gain External Diplomacy Team)

Retired Vice Admiral Heidi Eriksson - Doctrine Specialist (5pt Cost to Starfleet, gain Doctrine Specialist)

=====================================

Fleet Units

Fleet Units

Starships and other assets that you can use to supplement your forces, create new task forces, replace losses, or reinforce attacks.
Recon Units

Recon Units

Supplementary patrol units that you can attach to your starbases, outposts, and fleet units.
Internal Diplomacy

Internal Diplomacy

Assets that you can employ to help bolster links between member worlds, or shore up flagging support. They can also be used to increase the rate with which you are able to mobilise assets, though that may become a double-edged sword.
External Diplomacy

External Diplomacy

Assets that you can employ to conduct relations with other nearby powers, such as the Ked Paddah, the Honiani, the Laio, the Gaeni, and others.
Engineering Teams

Engineering Teams

Field deployable units consisting of Engineering Ships, construction crews, and the like. They are capable of conducting operations abroad in unsettled systems.
Heavy Industry

Heavy Industry

You need heavy industry to provide extra boosts to ship production, repair, to produce the components necessary for constructing stations, outposts, and starbases.
Doctrine Specialists

Doctrine Specialists

All doctrines are plans, and no plan survives first contact with the enemy. War is the most unforgiving task master, so you best learn what works and doesn't work quickly.


=====================================

The Home Front

Current War Support:
Starfleet - 180pt
United Earth SPA - 140pt
Vulcan High Command - 50pt (+5 from Choices)
Tellarite State Forces - 130pt (-10 from Choices)
Betazed Defence Forces - 50pt
Rigel Defence Force - 100pt
Andorian Guard - 100pt
IT of Gaen - 150pt

NB: Starfleet's entry here is more to do with organisation-wide morale and depth.

War Weariness increases with:
Battles
Casualties
Time
Resource Requests
Economic Policy changes
Failing set objectives

War Support increases with:
Some victories
Achieving set objectives
Releasing resources

Councillors
UESPA - 3 Dev, 2 Exp, 1 Pac, 1 Haw
VHC - 1 Dev, 5 Pac
TSF - 3 Dev, 1 Pac, 1 Haw
BDF - 2 Pac
RDF - 4 Merc

===================================

Current Economic Settings:
Starfleet - N/A
United Earth SPA - Early Mobilisation
Vulcan High Command - Peacetime
Tellarite State Force - Early Mobilisation
Betazed Defence Forces - Pacifist
Andorian Guard - Peacetime
Rigel Defence Force - Peacetime
IT of Gaen - Wartime Economy
Honiani - Peacetime
Laio - Peacetime

Levels of Mobilisation
Pacifist - 75% of normal income, 100% of normal build
Peacetime - 100% of normal income, 100% of normal build time, no stockpile opening
Early - 125% of normal income, -1Qtr build time, open 25% of stockpile
Limited - 150% of normal income, -2Qtr build time, open full stockpile
Wartime - 200% of normal income, -25% build time, post-war economic slump,
Total - 250% of normal income, -50% build time, post-war economic crash,

There are maximum time-frames that a wartime economy can be maintained without income dropping again.

2314.Q4.M1.F2:
UESPA has moved from 110/60/2/2.2/2.2 to 140/75/2.5/2.75/2.75 - gained 50/40 from stockpile
VHC has moved from 40/35/1/1.75/1.5 to 55/45/1.35/2.35/2
TSF has moved from 95/50/1.45/1.95/1.95 to 120/65/1.8/2.4/2.4 - gained 50/40 from stockpile
 
Current Logistics Test
The new, easier to follow (well, if you ever saw the old spreadsheet, anyway) logistics model.

b = bulk cargo, s = small cargo
br = Bulk Resources, sr = Special Resources, rp = Research Points

Starfleet Logistics Network
(Income 810/595)
Hubs - Sol, Vulcan, Tellar Prime, Andor, Beta Indi, Tipperary, Amarkia, Leas Akaam, Indoria, Apinae, Delzarr, Ord Grind Duk, Ferasa
Sources - Numerous = 220br 175sr 42rp
Targets - nil
Industry - Sol, Alpha Centauri, Subiaco, Lalande, Vulcan, Atatan, Andor, Ranford, Sardry, Tellar, Sar Alpha, Ord Grind Duk, Tales Har
Destination - Sol, Tellar, Andor, Amarkia, Vulcan

Total for Feeder Network -
Sources - 217s 220b
Minors - n/a
Route Penalty - 1.25
Total x Route Penalty = 272s 275b
Per Bi-Monthly = 46s 46b
4 Freighter, 4 Cargo Ships Assigned

Total for Trunk Network -
n/a

Total for Industry Network -
810br/595sr = 119s 162b
Route Penalty - 2
Total x Route Penalty = 238s 324b
Per Bi-Monthly = 40s 54b
5 Freighter 3 Cargo Ships Assigned

Fleet Support -
13 Explorer - 26s
16 Cruiser - 16s
27 Frigate - 14s
21 Auxiliary - 21s
2 Starbases - 10s 10b
6 Outposts - 12s 12b
Total = 98s 22b
13 Cargo Ships Assigned
9 Freighters, 20 Cargo Ships assigned to networks
-5 Freighters, -8 Cargo Ships free for other tasks
Currently having to federalize a large number of cargo vessels

=================================================================

UESPA Logistics Network
(Income 140/75)
Hubs - Sol (40/20), Vega (10/5), New Seoul (10/5), Joburg (10/5) = 70/35 (70/40 remaining)
Sources - Subiaco, Lalande, Motara, Richmond, Arden = 70br, 40sr, 20rp
Targets - 12 Minor Colonies
Industry - Sol, Joburg, New Seoul
Destination - Sol, Alpha Centauri, Vega, Joburg, New Seoul

Total for Feeder Network -
Sources - 60s 70b
Minors - 84s 48b
Total = 144s 118b
Route Penalty - 1.25
Total x Route Penalty = 180s, 148b
Per Bi-Monthly = 30s 25b
2 Freighter, 3 Cargo Ship Assigned

Total for Trunk Network -
Homeworld + 4 Major Worlds - 50s 25b
Route Penalty - 1.75
Total x Route Penalty = 87s, 43b
Per Bi-Monthly = 15s 8b
1 Freighter, 2 Cargo Ship Assigned

Total for Industry Network -
140br/75sr = 15s 24b
Route Penalty - 1.75
Total x Route Penalty = 26s 42b
Per Bi-Monthly = 5s 7b
1 Freighter, 1 Cargo Ship Assigned

Fleet Support -
1 Explorer - 2s
3 Cruiser - 3s
7 Frigate - 4s
12 Auxiliary - 12s
Total = 21s
3 Cargo Ships Assigned

4 Freighter, 9 Cargo Ships assigned to networks
8 Freighter, 12 Cargo Ships free for other purposes
Under 50% of capacity - no strain

=================================================================

BDF Logistics Network
(Income 35/35)
Hubs - Betazed (15/15), Onos (10/5)
Sources - Tawxa (10/0), Costaun (10rp), 3rd Mining Colony (0/15)
Targets - Andas (Minor Colony), Lanax (Minor Colony)
Industry - Betazed only
Destination - Betazed, Onos

Total for Feeder Network -
Tawxa - 10b
Costaun - 10s
3rd - 15s
Minors - 16s 8b
Total = 41s 18b
Route Penalty = 1 (Min)
Per Bi-Monthly = 7s 3b
1 Frieghter, 1 Cargo Ship Assigned

Total for Trunk Network -
Homeworld + 1 Major World - 20s 10b
Route Penalty = 1 (Min)
Per Bi-Monthly = 4s 2b
1 Cargo Ship Assigned

Total for Industry Network -
35br/25sr = 7b 5s
Route Penalty = 1 (Min)
Per Bi-Monthly = 1s 2b
1 Cargo Ship Assigned

Fleet Support -
3 Cruiser - 3s
8 Frigate - 4s
7 Auxiliary - 7s
Total = 14s
2 Cargo Ships Assigned

1 Freighter, 5 Cargo Ship assigned to networks
3 Freighter, 3 Cargo Ship free for other tasks
Under 50% of capacity - no strain

=================================================================

Vulcan High Command Logistics Network
(Income 55/45)
Hubs - Vulcan (20/15), Atatan (10/5), 82 Eridani (15/10), Hagelan (0/0) = 45/30 (10/15 remaining)
Sources - P'Kanath, 3 Others = 10br 15sr, 20rp
Targets - 6 Minor Colonies
Industry - Vulcan, Atatan, 82 Eridani
Destination - Vulcan, Solitude, Atatan, 82 Eridani

Total for Feeder Network -
Sources - 35s 10b
Minors - 48s 24b
Route Penalty = 1.2
Total x Route Penalty = 100s 41b
Per Bi-Monthly = 17s 7b
1 Freighter, 2 Cargo Ship Assigned

Total for Trunk Network -
Homeworld + 3 Major Worlds - 40s 20b
Route Penalty = 1.1 (Min)
Total x Route Penalty = 44s 22b
Per Bi-Monthly = 8s 4b
2 Cargo Ship Assigned

Total for Industry Network -
55br/45sr = 9s 11b
Route Penalty = 1.5
Total x Route Penalty = 14s 17b
Per Bi-Monthly = 3s 3b
1 Freighter Assigned

Fleet Support -
4 Cruiser - 4s
8 Frigate - 4s
11 Auxiliary - 11s
Total = 19s
3 Cargo Ship Assigned

2 Freighter, 7 Cargo Ships assigned to networks
2 Freighter, 5 Cargo Ships free for other tasks
Above 50% of capacity - mild strain

=================================================================

Andorian Guard Logistics Network
(Income 75/55)
Hubs - Andor (20/10), Landle IV (0/5), Ranford III (0/5), Shrantet III (10/5), Thiak V (10/5) = 40/30 (35/25 remaining)
Sources - Jhaylyk, 3 Others = 25sr, 35br, 20rp
Targets - 8 Minor Colonies
Industry - Andor, Ranford, Jhaylyk
Destination - Andor, Landle, Ranford, Thiak, Shrantet

Total for Feeder Network
Sources - 45s 35b
Minors - 64s 32b
Total = 109s 67b
Route Penalty = 1 (Min)
Per Bi-Monthly = 19s 12b
1 Freighter, 2 Cargo Ship Assigned

Total for Trunk Network
Homeworld + 4 Major Worlds = 50s 25b
Route Penalty = 1.5
Total x Route Penalty = 75s 38b
Per Bi-Monthly = 13s 7n
3 Cargo Ships Assigned

Total for Industry Network -
75br/55sr = 11s 15b
Route Penalty = 2
Total x Route Penalty = 22s 30b
Per Bi-Monthly = 4s 5b
1 Freighter Assigned

Fleet Support -
3 Cruiser - 3s
11 Frigate - 6s
15 Auxiliary - 15s
Total = 24s
3 Cargo Ships Assigned

2 Freighter 8 Cargo Ships assigned to networks
7 Freighter, 12 Cargo Ships free for other tasks
Under 50% of capacity - no strain

=================================================================

Tellarite State Forces Logistics Network
(Income 120/65)
Hubs - Tellar Prime (30/15), Ord Grind Duk (10/5), Klivvar Proxima (10/5), Lagh Cheg (10/5), Sar Alpha (10/5) = 70/35 (50/30 remaining)
Sources - Tag Kut Mork, Certunn Epsilon, Vurglurk, 2 others = 50br, 30sr, 20rp
Targets - 8 Minor Colonies
Industry - Tellar, Ord Grind Duk
Destination - Tellar Prime, Ord Grind Duk, Lagh Cheg, Klivvar Proxima, Sar Alpha

Total for Feeder Network -
Sources - 50s 50b
Minors - 64s 32b
Total = 114s 82b
Route Penalty = 1 (Min)
Per Bi-Monthly = 19s 14b
1 Freighter, 2 Cargo Ship Assigned

Total for Trunk Network -
Homeworld + 4 Major Worlds = 50s 25b
Route Penalty = 1.25
Total x Route Penalty = 63s 32b
Per Bi-Monthly = 11s 6b
1 Freighter, 1 Cargo Ship Assigned

Total for Industry Network -
120br/65sr = 13s 24b
Route Penalty = 1.25
Total x Route Penalty = 17s 30b
Per Bi-Monthly = 3s 5b
1 Freighter Assigned

Fleet Support -
1 Explorer - 2s
4 Cruiser - 4s
8 Frigate - 4s
17 Auxiliary - 17s
Total = 27s
4 Cargo Ships Assigned

3 Freighters, 7 Cargo Ships assigned to networks
9 Freighters, 15 Cargo Ships free for other tasks
Under 50% of capacity - no strain

=================================================================

Confederacy of Amarkia Logistics Network
(Income 230/190)
Hubs - Amarkia (40/20), Tales Har (20/10), Leas Akaam (20/10), Selindra (20/10) = 100/50 (130/140 remaining)
Sources - Delfriebh, Gaiar Har, Tiankaria = 130br 140sr 20rp
Targets - 10 minor colonies
Industry - Amarkia, Tales Har
Destination - Amarkia, Leas Akaam, Tales Har, Selindra

Total for Feeder Network -
Sources = 160s 130b
Minors = 80s 40b
Route Penalty = 1 (min)
Per Bi-Monthly = 40s 29b
1 Super-Freighter, 3 Freighter, 3 Cargo Ships Assigned

Total for Trunk Network -
Homeworld + 3 Major Worlds = 40s 20b
Route Penalty = 1 (Min)
Per Bi-Monthly = 7s 4b
2 Cargo Ships Assigned

Total for Industry Network -
230br 190sr = 38s 46b
Route Penalty = 1 (Min)
Per Bi-Monthly = 7s 8b
1 Freighter, 1 Cargo Ship Assigned

Fleet Support -
3 Capital - 6s
5 Cruiser - 5s
12 Frigate - 6s
13 Auxiliary - 13s
Total = 30s
4 Cargo Ships Assigned

1 Super Freighter, 4 Freighter, 10 Cargo Ships assigned to networks
3 Super Freighter, 7 Freighter, 4 Cargo Ships free for other tasks
Above 50% capacity - some strain

=================================================================

Caitian Grand Fleet Logistics Network
(Income 75/75)
Hubs - Ferasa (20/10), Merfara (10/5), Ollasa (10/5) = 40/20 (35/55 remaining)
Sources - Harpers Mane, Yashrr, Foshieran, others = 35br 55sr 15rp
Targets - 6 minor colonies
Industry - Ferasa, Merfara, Ollasa
Destination - Ferasa, Merfara, Ollasa

Total for Feeder Network -
Source - 60s 35b
Minors - 48s 24b
Route Penalty = 1 (Min)
Per Bi-Monthly = 18s 10b
1 Freighter, 2 Cargo Ships Assigned

Total for Trunk Network -
Homeworld + 2 Major Worlds = 30s 15b
Route Penalty = 1 (Min)
Per Bi-Monthly = 5s 3b
2 Cargo Ships Assigned

Total for Industry Network -
75br/75sr = 15s 15b
Route Penalty = 1 (Min)
Per Bi-Monthly = 3s 3b
1 Freighter Assigned

Fleet Support -
4 Capital - 8s
17 Frigate - 9s
7 Auxiliary - 7s
Total = 25s
4 Cargo Ships Assigned

2 Freighters, 8 Cargo Ships assigned to networks
1 Super-Freighter, 4 Freighters, 11 Cargo Ships free for other tasks
Under 50% capacity - no strain

=================================================================

Rigel Defence Force Logistics Network
(Income 80/50)
Hubs - Rigel (20/10), Welleck (10/5), Abadan (5/5), Laudon (5/5) = 40/25 (40/25 remaining)
Sources - = 40br 25sr 15rp
Targets - 8 minor colonies
Industry - Rigel, Welleck
Destination - Rigel, Welleck

Total for Feeder Network -
Source - 40s 40b
Minors - 64s 32b
Route Penalty = 1.25
Total x Route Penalty = 130s 90b
Per Bi-Monthly = 22s 15b
2 Freighter, 2 Cargo Ship Assigned

Total for Trunk Network -
Homeworld + 3 Major Worlds = 40s 20b
Route Penalty = 1.25
Total x Route Penalty = 50s 25b
Per Bi-Monthly = 9s 5b
1 Freighter, 1 Cargo Ship Assigned

Total for Industry Network -
80br/50sr = 10s 16b
Route Penalty = 1
Per Bi-Monthly = 2s 3b
1 Freighter Assigned

Fleet Support -
1 Capital = 2s
6 Cruiser = 6s
9 Frigate = 5s
13 Auxiliary = 13s
Total = 26s
4 Cargo Ships Assigned

4 Freighters, 7 Cargo Ships assigned to networks
3 Super-Freighters, 9 Freighters, 6 Cargo Ships free for other tasks
Under 50% capacity - no strain
 
Last edited:
Omake - Kuznetsova Does Lunch - AKuz
A/N said:
Just a quick thing I threw together. Not super happy, but it gets across that at least someone is thinking the crazy thoughts and as usually that crazy is coming from Alexandria Kuznetsova

Kuznetsova does Lunch


2314.Q4.M2.F1

Captain Alexandria Kuznetsova, Starfleet Intelligence (Or Starfleet Tactical. Depending on who you ask, and the mood of whoever is in charge of Personnel that day), is the special sort of person who, when she runs into a friend or acquaintance, and that person gives them a vague "We should do lunch sometime," takes them at their word. Lunch is important to her, especially when she's on a mission.

"I'm actually a bit surprised that you had the time," says Lieutenant Commander Aaron Wolfe, also of Starfleet Intelligence, "You seemed very… busy last time we talked."

"Huh? Oh. Yes" says Alexandria as she blinks owlishly; drawing attention to the dark spots under her eyes from too many long, sleepless, nights, "A lot to do," she raises her hand to flag down the server again; empty glass of water in her hand, "Battle reviews, wedding, reviewing intelligence stuff, reading up on augment history, worrying. Lot to do"

"Wedding?" asks Wolfe in surprise, "You and Anne finally tying the knot?" he says with a grin.

"What? No." Kuznetsova takes the replacement carafe of water from the server, "It's Cam. You remember Camille Alexander? He's got the Tiger Team now." She sets the carafe down, "It's not for a while yet anyway" she says distractedly, "Anne says that we got engaged so that we wouldn't forget we were dating. The ring is like a string around my finger."

Wolfe chuckles slightly as he looks around the restaurant and out the windows at the Pacific Ocean below, "That seems about right. Have a date in mind?"

"Oh, no, not yet. We're very busy." Kuznetsova says with a yawn as she pushes napkins around on the table, "Field work seems to be treating you very well. Congratulations about Orion by the way."

"Thanks," says Wolfe, wondering how much the other woman was cleared for despite her higher rank, "It was touch and go for a while there after Lirohn."

"Yeah." Kuznetsova looks up from the small napkin house that she has built, "Have you been keeping up with Licori crisis?"

"I hope that this last hour diplomacy will keep us from war."

"Hmmm," says Kuznetsova uncharacteristically noncommittally, "A very thorny issue. A lot of things that you'd think we'd know about," she adds another wing to her expanding napkin mansion as a server looks on in familiar resignation, "Have you been keeping up with Psychohistorical Analysis since you went over to Office 24?"

Wolfe ceases to gaze aimlessly out the window at the sea shuttles landing and taking off from English Bay and brings his attention back to Kuznetsova at this abrupt non-sequitur, "A bit, just enough to stay current with the literature. Why do you ask?"

"I was wondering. If a mentat can indeed be working on complex physics problems on the order of causing a stellar collapse…" she knocks over her napkin palace for emphasis, "What could one of those augments do in the department of social sciences?"

"I'm not sure I follow?" says Wolfe as he thinks he follows.

"I've been reading up on Khan and some of the other Augments. Even some of the illegal augments that Starfleet has caught over the years." She begins sorting the clump of rumpled napkins into neat piles, "Computers can do a lot. Especially calculations, augments do have the edge in intuitive use of mathematics. It's an open secret in xenohistory circles that Augment research and algorithms form the basis of much of our modern work. We aren't Seldon pushing equations around on a whiteboard; but we aren't banging rocks together either."

Wolfe watches Kuznetsova gently pat a neat pile of napkins, "Are you saying that we have evidence of Licori "Psychohistorians"?"

"No. They don't have departments as defined as we do. We don't have that great a look into Mentat culture." Kuznetsova closes her eyes as she decides whether to dive in that particular topic yet or to swerve off onto another tangent, "You know, we don't have that great a look into Licori culture and politics in general." She rubs her eyes, "There are so many unknown unknowns"

Kuznetsova watches Wolfe intently through tired eyes as the smaller man shrugs carefully, "I wonder what that sort of brain power could do if it wanted to manipulate the Federation into accomplishing his or her own goals?" she says.

Wolfe's eyes narrow, "Like triggering a war?"

"Or using a war."

"To what end?"

"Power. Control. Centralization. It depends on the ends of the individual in question." Kuznetsova puts the napkins back into their holder, "I don't like this whole scenario. Something's rotten. I don't like it."

"Why bring it up with me?"

Alexandria pours herself another glass of water, "You're here, you have experience with political science and psychohistorical analysis. I know you?" She shrugs expressively, "You have clearance for most of my evidence"

"I want to submit a report," She says quickly when Wolfe opens his mouth to ask a question, "I don't need your name on it. But I want your help for the details"

Wolfe raises an eyebrow, "Another theory?"

Alexandria frowns, "Linderly respects my work far more than Admiral zh'Rhashaan did." Kuznetsova rubs her eyes again, "There is something wrong here. The Licori, the mentats, the FDS missing so much of Arcadian Imperial dynamics, this sudden war, the pacifist near-revolts. I don't like it. It feels like someone is pushing pieces around a game board that I can't see." She closes her eyes tightly. "I can see the moves on the board, but I don't see the board, or know the rules. I just know that we're being played."

Wolfe watches the usually much more energetic woman sink slightly deeper into her cushioned seat, "Are you sure that you're not just seeing things? Exhaustion can really screw with your perceptions."

The Captain taps a PADD that had been the foundation of her napkin structure, "That's why I want you to do a bad idea check as I lay out all the details I've put together"

Wolfe feels excitement as he takes the PADD and quickly scans the top few headers, discussion of internal Licori house politics is like catnip to a Poli Sci major, "FDS Replacement by Leccare", "Mentat Manipulation of FDS," "Council Plots?", "Emperor Manipulating FDS and Federation?" and dozens more below those.

Kuznetsova smiles as she catches sight of an approaching order of food filling a platter, "I'm glad I ordered all those side dishes. We've got a lot of work to do!"
 
Last edited:
Captain's Log - 2314.Q4.M2
[X][PRESIDENT] Addressing Council Division
[X][PRESIDENT] Seek Individual Diplomatic Contact with Major Licori Houses
[X][PRESIDENT] Need to hold off and investigate further

[X] Plan Iron Lady
-[X] Retired Admiral Vitalia Yukiko Kahurangi - Personal Diplomatic Consultant (5pt cost for Starfleet, gain Special Asset)
-[X] Federalise Auxiliary Units from Tellar: One Cargo Ship (2 Cost from Tellar)
-[X] Federalise Fleet Units from Vulcan: 1 Oberth (1 cost from Vulcan)
-[X] Federalise Fleet Units from Rigel: 1 Oda-Gach (1 cost from Rigel)
-[X] Dhara Heavy Industry Park - Heavy Industry (5 Cost to Andoria, gain Heavy Industry asset)
-[X] UESPA Deep Space Engineering - Engineering Team (10 Cost from United Earth, gain Engineering Team with 2 Engineering Ships, 3 Cargo Ships, 1 Freighter)
-[X] Vulcan Survey Corps - Recon team (3 cost for Vulcan, gain +1 to outpost and starbase atttempts to detect incoming ships, gain 1 Civilian Research Cruiser)
-[X] Andorian Orbital Guard Runabouts (3 cost for Andorian Guard, gain +1 to outpost and starbase atttempts to detect incoming ships)

Captain's Log, USS Dryad, Stardate 25650.4

The SS Ray of Okatha, a Honiani freighter, has reported a blow out of the starboard warp plasma pre-cooler, causing a number of injuries among the crew. Most serious among them is three serious cases of theta radiation poisoning, which appears to have unique effects on the Honiani. Unfortunately their sickbay was all but destroyed in the accident, so they are putting out a distress call to anyone that is nearby. With the current build up in other sectors, it looks like we're the only ship in range.

-

Captain's Log, USS Salnas, Stardate 25650.7

A new crisis is brewing around Seyek space, after a series of ships of various types have gone missing. They are calling in additional resources to assist in the search for the missing vessels, and to determine what has caused them to disappear.

With two civilian ships, a science ship and a freighter among the missing vessels, it is quickly reaching a crisis point.

-

Captain's Log, USS Stargazer, Stardate 25651.2 - Captain Maryam Ajam

The fleet has pulled into orbit around what appears to be a star with an active influence on its local subspace environment. It certainly isn't anything I've ever seen before, but it presents a great chance for exploration. And if we can understand what is causing this amazing quirk of nature, I think we can use it to find a hyper-efficient path through local subspace and shave a year off our journey!

Karen, that is, Fleet Command, is willing to pause here for a while to investigate, since the rest of the fleet agrees with me that it shows great promise.

-

Captain's Log, USS Dryad, Stardate 25651.3

I'm told that a pair of Honiani ships are headed to the stricken SS Ray of Okatha and should be here within a few days. Enough time for the lightly wounded, but these theta radiation cases are too serious. Unfortunately, we lack the raw materials to run through the synthesiser, since Honiani are rather new inclusions to the Federation. We will need to take these patients aboard and tend to them in our own sickbay as we head to a Rigellian colony at Apisces III, where we believe we can find the necessary material.

-

Captain's Log, USS Stalwart, Stardate 25651.5

Rioting has broken out on the Tellarite minor colony of Igrund Duk, near the Ord Grind Duk system. A consular team from the Diplomatic Service will be arriving in a week's time from Tellar Prime, but for the time being, we need to get a handle on the situation.

-

Captain's Log, USS Stargazer, Stardate 25651.7

An early discovery, there are some very unusual elements present in noteworthy amounts in the stellar core. I'll submit a full report once we have a better idea of what we're looking at here, but there is considerable tachyon activity within the core, and along the convection vectors where these elements are most present.

An early theory is that by tracking the solar surface activity near these convection points, and identifying imminent solar flares, we can identify jets of accelerate subspace that we can travel along.

-

Captain's Log, USS Salnas, Stardate 25651.9

After joining a Seyek search pattern, we have been surprised to find ourselves running into a Konen ship - a Silence-class battlecruiser, no less. After looking it over with my sensor officers, we have concluded it has performance akin to a more durability and combat focused Excelsior, something not to be tangled with likely. Thankfully, they appear to be conducting their own hunt for the cause of the missing ships, as they too have lost a pair of ships.

-

Captain's Log, USS Stalwart, Stardate 25652.1

The situation has not stabilised.

A separatist movement is rife in the colony, which has grievances against the Tellar Prime administration regarding what they believe is neglect. Unfortunately, a number of the hardliners took control of an orbital facility and used it to fire on the Stalwart. Damage was minimal, and shields came up shortly thereafter. Use of a system override code allowed us to drop their shields and then beam over boarding parties. The result was a bit of a mess, and I have three dead security personnel to show for it.

The FDS is rushing in extra consular officials, while the Tellarite State Forces are redirecting the TSS Miracht Agrad, plus an escort, to join us and try to get this situation under control.

[Lose -10pp, Tellarite fleet units tied down]

-

Captain's Log, USS Stargazer, Stardate 52652.5

The plan is locked in. We observed two solar flares and the corresponding subspace eddies. It appears a stable course can be plotted, and the eddy propogates out into neighbouring space at FTL speeds.

Fleet Command is forming up the fleet, and we have a pre-solar flare marked out for our ride.

-

Captain's Log, USS Dryad, Stardate 25653.2

We've just made the handover to the Honiani hospital ship. The radiation poisoning treatments worked as advertised, and we were able to obtain enough perscivinum on Apisces to treat each crew member, saving their lives. The Honiani have expressed their profound gratitude for the aid we have given them.

[Gain +10pp, +25 Relations with Honiani]

-

Captain's Log, USS Salnas, Stardate 25653.5

A macro-crystalline organism has been spotted, chasing a freighter! The rest of the Seyek ships are vectoring in. We have to be careful, as the crystalline structure disrupts subspace communications, which is why the lost ships have simply gone missing, we believe.

The Sign of Rethelia, recrewed and put to space in spite of the political crisis to address the disappearances, is vectoring a force in to engage the entity. We are hanging back and guiding their approach, as we are under orders to avoid risk to the ship during the current crisis.

[Gain +5pp, +25 relations with Seyek]
[Seyek lose 2 Civilian ships, 1 Freighter, 1 Science Ship]
[Konen lose 2 Cargo Ships]

-

Captain's Log, USS Stargazer, Stardate 25654.5

The fleet is away! The plan worked perfectly, and we are managing an equivalent speed to a much higher warp factor in neutral subspace. This will shave a year of travel time off, and deposit us near a very interesting yet previously believed to be too far out of our way star cluster.

[Gain +10rp]

-
 
Last edited:
2314.Q4.M2.F2 - Arcadian Crisis
[X][PRESIDENT] Addressing Council Division
[X][PRESIDENT] Seek Individual Diplomatic Contact with Major Licori Houses
[X][PRESIDENT] Need to hold off and investigate further

[X] Plan Iron Lady
-[X] Retired Admiral Vitalia Yukiko Kahurangi - Personal Diplomatic Consultant (5pt cost for Starfleet, gain Special Asset)
-[X] Federalise Auxiliary Units from Tellar: One Cargo Ship (2 Cost from Tellar)
-[X] Federalise Fleet Units from Vulcan: 1 Oberth (1 cost from Vulcan)
-[X] Federalise Fleet Units from Rigel: 1 Oda-Gach (1 cost from Rigel)
-[X] Dhara Heavy Industry Park - Heavy Industry (5 Cost to Andoria, gain Heavy Industry asset)
-[X] UESPA Deep Space Engineering - Engineering Team (10 Cost from United Earth, gain Engineering Team with 2 Engineering Ships, 3 Cargo Ships, 1 Freighter)
-[X] Vulcan Survey Corps - Recon team (3 cost for Vulcan, gain +1 to outpost and starbase atttempts to detect incoming ships, gain 1 Civilian Research Cruiser)
-[X] Andorian Orbital Guard Runabouts (3 cost for Andorian Guard, gain +1 to outpost and starbase atttempts to detect incoming ships)

2314.Q4.M2.F2


It has been, suffice to say, an "interesting" week.

The President is hardly thrilled to have been pulled up short by you in private, but then you aren't here to make fan clubs for each other, are you? Madame President has taken your words to heart, though. If anything, she is a little shaken to realise that Councillors have been approaching you to complain about her. After your meeting, the President called in her party stalwarts, and then began a new campaign of outreach within the Council.

[+5 War Support to Vulcans, Betazoids, Humans, Andorians]

The Arcadian approach is full of promises, but the FDS is ruthless in pointing out the various ways that their promises are toothless. The last year of working in the palaces of Morshadd, and the estates of various Houses, has taught them much about the dysfunction of the Imperial political system. They're trying to mollify you with a gift of exotic resources and empty promises, and the FDS are quick to point out that it isn't a case of active malice: they simply are not capable of controlling this matter without systematic political reform.

The FDS are also rather ruthless in asking you what happened around the Igrund Duk colony.

But what the diplomacy does grant you is a chance to make contact with the Houses Major representatives. You learn about them, and what makes each House tick.

[Report on the component Houses of the Licori soon]

-

The political strife at Igrund Duk has lessened the number of assets the Tellarites have been able to deploy. Nonetheless, some have come, with the promise of the TSS Miracht Agrad once their crisis is resolved.

Tellar has turned over:
1 Constitution-B
1 Constellation
3 Miranda-A

You have called up
1 Rigellian Oda-Gach Frigate
1 Vulcan Oberth Science Frigate

[ ][FLEET] Assign newly arrived fleet units to Task Forces


=====================================

State of Emergency, 2314.Q4.M2.F2 (Turn 4 of State of Emergency)

You are currently operating in a State of Emergency.

This entails an increased operational tempo 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. The most notable brake on your mobilisation of assets comes from their effect on the war support of the various member groups. You have already been provided control over a large fraction of fleet assets from the member worlds nearest the LBZ, but more can be requisitioned.

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


=====================================

Assets

Current Assets:

Special Assets

Ret. Admiral Vitalia Yukiko Kahurangi - Unassigned

Fleet Units
Starfleet Line Starships
Starfleet Auxiliary Ships
1 Oberth from Vulcan
1 Oda-Gach from Rigel
1 Cargo Ship from Tellar

Internal Diplomacy Teams
Vulcan Survey Corps - Unassigned
Andorian Orbital Guard Runabouts - Unassigned

Internal Diplomacy Teams
Federation Emergency Committee - Focus on increasing mobilisation (+10pt/mnth mobilisation rate)
Federation Diplomatic Service Consular Team 3 - Focus on increasing mobilisation (+10pt/mnth mobilisation rate)

External Diplomacy Teams
Federation Diplomatic Service Ambassadorial Team 4 - Lobby to integrate into forces if war commences - Estimated completion 2315.Q1.M1.F1

Engineering Teams
UESPA Deep Space Engineering - Unassigned

Heavy Industry Teams
Dhara Heavy Industry Park (Andor) - Unassigned

=====================================

Fleet Units

Fleet Units

Starships and other assets that you can use to supplement your forces, create new task forces, replace losses, or reinforce attacks.
Recon Units

Recon Units

Supplementary patrol units that you can attach to your starbases, outposts, and fleet units.
Internal Diplomacy

Internal Diplomacy

Assets that you can employ to help bolster links between member worlds, or shore up flagging support. They can also be used to increase the rate with which you are able to mobilise assets, though that may become a double-edged sword.
External Diplomacy

External Diplomacy

Assets that you can employ to conduct relations with other nearby powers, such as the Ked Paddah, the Honiani, the Laio, the Gaeni, and others.
Engineering Teams

Engineering Teams

Field deployable units consisting of Engineering Ships, construction crews, and the like. They are capable of conducting operations abroad in unsettled systems.
Heavy Industry

Heavy Industry

You need heavy industry to provide extra boosts to ship production, repair, to produce the components necessary for constructing stations, outposts, and starbases.
Doctrine Specialists

Doctrine Specialists

All doctrines are plans, and no plan survives first contact with the enemy. War is the most unforgiving task master, so you best learn what works and doesn't work quickly.


Task Assignments:

Ret. Admiral Vitalia Yukiko Kahurangi
[ ][LADY] Increase Mobilisation Rate by +10
[ ][LADY] Act as Doctrine Team
[ ][LADY] Convey a write-in request to <Non-Member Target> (Variable results)
[ ][LADY] Lobby to have an <Affiliate Member> join the war effort (Will begin to build support in that world)
[ ][LADY] Lobby Council on your behalf (Chance of random war support gains)

Vulcan Survey Corps

[ ][VSC] Assign to <Orbital facility or World>
[ ][VSC] Keep in reserve for now

Andorian Orbital Guard
[ ][AOG] Assign to <Orbital facility or World>
[ ][AOG] Keep in reserve for now

UESPA Deep Space Engineering
[ ][ENG] Rush Betazed Starbase Construction (2x Speed)
[ ][ENG] Commence outpost build at <Target> (3 Months - apprx)
[ ][ENG] Commence starbase build at <Target> (12 Months - apprx)
[ ][ENG] Build listening post builds in <Subsector> (5 Months - apprx)
[ ][ENG] Build heliopause sensor pickets in <Target> (+1 to Sci-T against infiltrating craft) (3 Months - apprx)
[ ][ENG] Keep in reserve for now
(If you want to just place in a given subsector as a picket, just nominate the subsector instead of a particular world)

Dhara Heavy Industry Park
[ ][IND] Prepare components for 3 Outposts (3 Months) - You have 3 in stock
[ ][IND] Prepare components for 1 Starbase (3 Months) - You have 1 in stock
[ ][IND] Prepare components for 2x1mt Repair Yard Berths (3 Months)
[ ][IND] Prepare components for 1x3mt Repair Yard Berth (5 Months)
[ ][IND] Prepare components for 1x1mt Shipyard Berth (3 Months)
[ ][IND] Prepare components for 1x3mt Shipyard Berth (6 Months)
[ ][IND] Rush Starship Construction for <Ship under construction> (Variable, ship will proceed at 2x rate)


Additional task types may be requested of the QM.

=====================================

The Home Front

Current War Support:
Starfleet - 175pt (-5 from Assets)
United Earth SPA - 135pt (+5 from Choices, -10 from Assets)
Vulcan High Command - 51pt (+5 from Choices, -4 from Assets)
Tellarite State Forces - 128pt (-2 from Assets)
Betazed Defence Forces - 50pt (+5 from Choices)
Rigel Defence Force - 99pt (-1 from Assets)
Andorian Guard - 97pt (+5 from Choices, -8 from Assets)
IT of Gaen - 150pt

NB: Starfleet's entry here is more to do with organisation-wide morale and depth.

War Weariness increases with:
Battles
Casualties
Time
Resource Requests
Economic Policy changes
Failing set objectives

War Support increases with:
Some victories
Achieving set objectives
Releasing resources

Councillors
UESPA - 3 Dev, 2 Exp, 1 Pac, 1 Haw
VHC - 1 Dev, 5 Pac
TSF - 3 Dev, 1 Pac, 1 Haw
BDF - 2 Pac
RDF - 4 Merc

===================================

Current Economic Settings:
Starfleet - N/A
United Earth SPA - Early Mobilisation
Vulcan High Command - Peacetime
Tellarite State Force - Early Mobilisation
Betazed Defence Forces - Pacifist
Andorian Guard - Peacetime
Rigel Defence Force - Peacetime
IT of Gaen - Wartime Economy
Honiani - Peacetime
Laio - Peacetime

Levels of Mobilisation
Pacifist - 75% of normal income, 100% of normal build
Peacetime - 100% of normal income, 100% of normal build time, no stockpile opening
Early - 125% of normal income, -1Qtr build time, open 25% of stockpile
Limited - 150% of normal income, -2Qtr build time, open full stockpile
Wartime - 200% of normal income, -25% build time, post-war economic slump,
Total - 250% of normal income, -50% build time, post-war economic crash,

There are maximum time-frames that a wartime economy can be maintained without income dropping again.

UESPA has moved from 110/60/2/2.2/2.2 to 140/75/2.5/2.75/2.75 - gained 50/40 from stockpile
VHC has moved from 40/35/1/1.75/1.5 to 55/45/1.35/2.35/2
TSF has moved from 95/50/1.45/1.95/1.95 to 120/65/1.8/2.4/2.4 - gained 50/40 from stockpile

Tailward Theatre Command - Vice Admiral Viraan zh'Dohlen

Licori Border Zone Commanding Officer - Rear Admiral Victoria Eaton
-LBZ Auxiliary Task Force CO - Commodore T'Mina (promote)
-LBZ Executive Officer - Captain Ferath zh'Kylarrth
-LBZ Chief of Staff - Captain Rosalee McAdams
--Staff Personnel Officer - Commander Staik
--Staff Intelligence Officer - Commander Elizabeth Faring
--Staff Operations Officer - Commander Hayden Kennedy
--Staff Medical Officer - Commander Prshrr Marhar
--Staff Science Officer - Commander Krabad
--Staff Engineering Officer - Commander Gordon Laver

-Clover Outpost Commander - Commander Ceisrud Ozei
--Vulcan Survey Corps
--Andorian Orbital Guard Runabouts
-Starfleet Intelligence Task Force - Captain Thren th'Panyth
--Intel Gathering
--- Office 25 (Other Field Desk) Detachment
--- Coreward Desk Detachment
--- Office 11 (Minor Powers Decryption) Detachment
--Special Security Ops Teams
--- Office 10 (Romulan Irregular Ops Team)
--- Office 19
--- Office 24
--Squadron 1, 2 Detachments (Runabouts + Shuttles)
-Andorian Orbital Guard Runabout Squadron

Task Force 1 CO - Commodore Michel Thuir
-Flag: USS Sarek
Task Force 2 CO - Commodore Nash ka'Sharren
-Flag: USS Enterprise

Task Force 3 CO - Rear Admiral T'Lorel
-Flag: USS Renaissance
-- Task Group 3.1 CO - Commodore Brufraogm Wev
---Flag: RDS Yagad-Tich
-- Task Group 3.2 CO - Commodore Erzath zh'Darlyth
---Flag: USS Endurance

Task Force 4 CO - Commodore Iorin Grann (promote)
-Flag: Thirishar

-Task Force 5 CO - Ms Alexia O'Conner, UESPA Deep Space Engineering
-- UES Kagutsuchi, Engineering Ship

[Captain McAdams appointment due to RAdm Eaton's Politics affinity]

Rear Admiral Victoria Eaton
Current Posting: Commander, LBZ
Rule-Abiding: High
Aggression: High
Nerve: High
Diplomacy: Medium
Politics: High

Commodore Brufraogm Wev
Current Posting: Commander, Task Group 3.1, LBZ
Rule-Abiding: High
Aggression: Medium
Nerve: Medium
Diplomacy: Low
Politics: High

Commodore Erzath zh'Darlyth
Current Posting: Commander, Task Group 3.2, LBZ
Rule-Abiding: Low
Aggression: High
Nerve: Medium
Diplomacy: Medium
Politics: High

Rear Admiral T'Lorel
Current Posting: Commander, Task Force 3, LBZ
Rule-Abiding: Medium
Aggression: Medium
Nerve: High
Diplomacy: High
Politics: Medium

Commodore Michel Thuir
Current Posting: Operations Officer, Starfleet Tactical Field Command
Rule-Abiding: Medium
Aggression: High
Nerve: Medium
Diplomacy: Medium
Politics: High

Commodore Nash ka'Sharren
Current Posting: Commander, Task Force 2, LBZ
Rule-Abiding: Low
Aggression: High
Nerve: High
Diplomacy: High
Politics: Medium

Captain Rosalee McAdams
Current Posting: Chief of Staff, LBZ
Rule-Abiding: Medium
Aggression: Medium
Nerve: High
Diplomacy: Medium
Politics: High

Commodore T'Mina
Current Posting: Commander, Auxiliary Task Force, LBZ
Rule-Abiding: Medium
Aggression: Medium
Nerve: Medium
Diplomacy: High
Politics: Medium

Commodore Iorin Grann
Current Posting: Commander, Task Force 4, LBZ
Rule-Abiding: Medium
Aggression: Low
Nerve: High
Diplomacy: Medium
Politics: Medium

Captain Ferath zh'Kylarrth
Current Posting: Executive Officer, LBZ
Rule-Abiding: Low
Aggression: Medium
Nerve: Medium
Diplomacy: High
Politics: High

Tailward Theatre, Vice Admiral Viraan zh'Dohlen
Sol Sector
Rigel Sector
Vulcan Sector
Andor Sector
Klingon Border Zone
Romulan Border Zone
Licori Border Zone


-Task Force 1, Commodore Michel Thuir
USS Sarek, Excelsior-class, NCC-2004 - Captain Straak
USS Excelsior, Excelsior-class, NCC-2000 - Captain Yamada Ichigo
USS Lexington, Constitution-B-class, NCC-1741 - Captain Winslow
USS Blizzard, Centaur-A-class, NCC-2108 - Captain Senok
USS Lightning, Centaur-A-class, NCC- 2105 - Captain Khrerg bak Arguk
UES Calgary, Miranda-A-class, NCC-1903 - Captain Tan Ming
USS Torbriel, Oberth-class, NCC-1511 - Captain Diego Zaardmani

-Task Force 2, Commodore Nash ka'Sharren
USS Enterprise, Excelsior-class, NCC-1701-B - Captain Samhaya Mrr'shan
UES Liberty, Excelsior-class, NCC-2017 - Captain Olesya Sokolov
USS Hood, Constitution-B-class, NCC-1742 - Captain Angela Curtis
USS Winterwind, Centaur-A-class, NCC-2104 - Captain Abigail Taggart
UES Shanghai, Miranda-A-class, NCC-1904 - Captain Gao Yang
UES Yorkshire, Centaur-A-class, NCC-2109 - Captain Angus Connelly
USS Hawking, Oberth-class, NCC-1509 - Captain Bruce Ponting

-Task Force 3, Rear Admiral T'Lorel
USS Renaissance, Renaissance-class, NCC-2601 - Captain Larai Leaniss
--Task Group 3.1, Commodore Brufraogem Wev
RDS Yagad-Tich, Megatortoise-class, NCC-2901 - Captain Irdask
RDS Hadabat, Turtleship-class, NCC-2903 - Captain Rumo
RDS Monsad, Turtleship-class, NCC-2904 - Captain Caagid
BDS Radlawxa, Patrol Cruiser-class, NCC-2501 - Captain Viamelo Gru
RDS Oda-Gach-3, Oda-Gach-class Cutter, NCC-3005
USS Svai, Miranda-class, NCC-1658 - Captain T'Atring
--Task Group 3.2, Commodore Erzath zh'Darlyth
USS Endurance, Excelsior-class, NCC-2007 - Captain Pavel Chekov

RDS Pagatat, Turtleship-class, NCC-2907 - Captain Zukeik
UES Jupiter, Constellation-class, NCC-1813 - Captain Roberta Sherman
USS Calypso, Miranda-class, NCC-1632 - Captain Tomiq zh'Pohren
USS Thunderhead, Miranda-class, NCC-1656 - Captain Amos Bao
USS Inspire, Oberth-class, NCC-1510 - Captain Amelia Currie

-Task Force 4, Commodore Iorinn Grann
USS Thirishar, Excelsior-class, NCC-2011 - Captain Norkair ch'Gharist
USS Gale, Centaur-A-class, NCC-2106 - Captain Gorth th'Hashok
BDS Harmony, Centaur-A-class, NCC-2120 - Captain Eneram Idrai
BDS Astute, Patroller-class, NCC-2507
BDS Assist, Patroller-class, NCC-2508
RDS Oda-Gach-4, Oda-Gach-class Cutter, NCC-3006
RDS Oda-Gach-5, Oda-Gach-class Cutter, NCC-3007
USS T'Mir, Oberth-class, NCC-1507

-Auxiliary Force
3 Tellarite Cargo Ships
1 Tellarite Freighter
2 Andorian Cargo Ships
1 Andorian Freighter
1 Vulcan Cargo Ship
2 Human Cargo Ships
1 Human Freighter
1 Betazoid Cargo Ship

-Research Attachment
1 Vulcan Civilian Research Cruiser

-UESPA Deep Space Engineering
2 UESPA Engineering Ships
3 UESPA Cargo Ships
1 UESPA Freighter

Illuminated Technocracy of Gaen

Recon Units

Inid Uttar Institute (Runabouts + Research Cruiser) - Assigned to Gaen
Nitta Oian Institute (Runabouts + Research Cruiser) - Assigned to Thunti

External Diplomacy Teams
Technocracy Interstellar Ministry - Lobby for Federation entry to war

Internal Diplomacy Teams
Central Technocracy Council - Increasing Asset Mobilisation
Chamber of Commerce Council - Run Internal Recruiting Campaigns

Engineering Teams
Henn-Makad Engineering Institute (1 Cargo, 1 Super-Freighter, 1 Freighter, 2 Cargo) - Assembling Staging outpost (2315.Q1.M1)

Heavy Industry Teams
North Apada Industrial Council - Accelerating Tech-Cruiser Build in Gaen Man. Coop Bay 1
Thunti Industrial Council - Building Components for 2x1.5mt repair bays (will complete by 2315.Q2.M1)

Doctrine Teams
Kedaia Naar Institute - Developing Anti-Licori techniques (will gain +1% at 2315.Q1.M3)

Logistics
Gaen Central Technocracy Logistics Network
(Income 90/100)
Hubs - Gaen (30/20), Thunti (10/10)
Sources - = 50br 70sr 20rp
Targets - 5 minor colonies
Industry -
Destination -

Total for Feeder Network -
Source - 90s 50b
Minors - 40s 20b
Route Penalty = 1.1
Total x Route Penalty = 143s 77b
Per Bi-Monthly = 24s 13b
1 Freighter, 3 Cargo Ship Assigned

Total for Trunk Network -
Homeworld + 1 Major Worlds = 20s 10b
Route Penalty = 1
Per Bi-Monthly = 4s 2b
1 Cargo Ship Assigned

Total for Industry Network -
90br/100sr = 20s 18b
Route Penalty = 1
Per Bi-Monthly = 4s 3b
1 Freighter Assigned

Fleet Support -
6 Cruisers = 6s
7 Frigate = 4s
15 Auxiliary = 15s
Total = 25s
4 Cargo Ships Assigned

2 Freighters, 8 Cargo Ships assigned to networks
1 Super-Freighters, 3 Freighters, 9 Cargo Ships free for other tasks
Under 50% capacity - no strain
 
Last edited:
2314.Q4 - Meet the Arcadians
Factions of the Arcadian Empire of Morshadd

The Imperial House of Morshadd

Leader: Emperor Addrad Nithad
House Colours: Pink, White

At the heart of the Arcadian Empire is the Imperial House, or House Nithad. Deferred to, at least publicly, by each of the other Houses of the Empire, it is more truthfully a first among equals. It does, however, preside over Morshadd, the homeworld of the Licori, and own the impressive starbase in orbit. In addition, the only capital grade ships maintained by the Empire are under the direct control of the Emperor.

The Emperor has considerable power over the Houses and the Empire, however, they are also balanced in many ways, as a thick network of alliances and favours among houses and major institutions make it difficult to act decisively. Acting against the mentats would create too many losers with too few winners to have a feasible chance of success. This is exacerbated when you consider that the key advisers of every noble of note are also mentats, who are protective of their place within society.



Source of: Heavy Fleet Units, Infrastructure, External Diplomacy Assets

The Houses Major
House Kortennon of Gammon

Leader: Baron Sergen Kortennon
House Colours: Orange, Blue
Planet: Gammon (2C)

The brutal and vicious Kortennon have long ruled their estates and provinces with an iron fist and an attitude to labour that would make a Klingon prison warden blanch. The extent of how far the Kortennon may go when extracting the last drop from their subjects is a large part of what started turning the opinion of the Diplomatic Service against the Arcadian Empire in the early days. It was reckoned that any political system that could embrace the Kortennon under its umbrella was not a political system that should be tolerated.

The Kortennon are fierce traditional rivals of the Tartresis, going back to near-mythic times. For as long as has been remembered, there has been a Kortennon, there has been a Tartresis, and there has been enmity. It does not look to be changing any time soon, even though they fight alongside each other for their Emperor.

The Baron Kortennon patronises a number of mentats. In fact, there are few mentats within his land that do not owe their fealty direct to the House. The social pyramid of Gammon contracts sharply and rises high. The Kortennon also have little compunction about forcing people through the process, though careful sureties against disloyalty are of course taken. As a result, the Kortennon have a relatively powerful advantage in full mentats, but this is somewhat countered by their coerced nature.

Source of: Heavy Industry, Engineering Teams

House Tartresis of Calamar
Leader: Duke Lugis Tartresis
House Colours: Green, Black
Planet: Calamar (1D)

The Duke Lugis holds one of the five nominal Ducal titles of Morshadd, but far more importantly, rules one of the Houses Major. The noble Tartresis hold great esteem within Licori society, being widely liked and admired by, basically, all except the Kortennon. They govern well and fairly, but maintain the strongest of the House militaries. They also support a number of smaller colony worlds, and conduct construction of many orbital systems.

The Diplomatic Service feels that the Tartresis, along with the Bene, are the two best options for effecting serious change within Licori society. However, it will be difficult to split the Tartresis off from the Imperial House during a time of war. If war commences, this avenue will likely close.

Source of: Internal Diplomacy Assets, Engineering Teams

House Ixira of Ixaria
Leader: Countess Menach Ixira
House Colours: Silver, Purple
Planet: Ixaria (2D)

The Ixira have many of the pure research mentats of the Licori, and are the House that did the most to inadvertently bring about the war with the Ked Paddah. All of the starship designs used by the Arcadians were designed first and foremost by House Ixira. Vast factories and orbital plants are responsible for many of the warp cores utilised by the Arcadians, and it has been a prime target for the Ked Paddah. Unfortunately, the system is very well protected with minefields, additional outposts, and rumoured superweapons that can overwhelm individual ships.

The Diplomatic Service believes the Ixirans will be by far and away the least receptive to the idea of restricting mentat activity.

Source of: Heavy Industry Assets, Doctrine Assets

House Bene of Gesseria
Leader: Duchess Jerzai Adarr
House Colours: Red, Green
Planet: Gesseria (1E)

Spies, provocateurs, and saboteurs, House Bene are crafty and owe their status as a House Major largely to their ability to manipulate their way into and out of trouble. Though not economically or militarily the mightiest of the Houses, their services are nonetheless used far and wide. The world of Gesseria is a lush Class M planet across most of the surface, but a quirk of the planet's geography makes for a vicious desert region at the equator. Life under the Bene is not as free as it is under the Tartresis, but it is certainly freer than it is under the Kortennon. Traditional roles are passed on among the subjects, in a process that would not be unknown to feudal villagers, even if 'traditional' occupations like electro-plasma joiner or energizer coil technician would be baffling to them.

It is believed by the Diplomatic Service that the Bene are one of the two best candidates to pursue if we wish to orchestrate political change within the Arcadian Empire. However, they warn that we may not like what we end up with; the Bene are very savvy customers.

Source of: Recon Assets, Doctrine Assets

The Houses Minor
A wide variety of smaller houses, mostly planet-bound, also exist. These have little impact on the wider political stage and, while they cannot be totally forgotten, are difficult to specifically target due to their disparate nature. They provide a considerable amount of industrial and economic benefit. They are best able to wield political power when they can agree as part of the Red Cloister, a council of noble houses. However, this is not the most common state of affairs.

Source of: Industrial Assets, Internal Diplomacy Assets, Recon Assets

The Mentats
Mentats are a distinctive feature of Licori society as a whole. This is, in fact, the second attempt of the Arcadians at a space age. They were on the cusp of warp travel when a disaster involving sentient AI destroyed large tracts of the world and solidified power into five major polities: the Imperial House and the four Houses Major. As a result, the Licori, who have a naturally strong pre-disposition to maths, and had already developed a powerful level of genetic manipulation, developed a process to replace AIs, or any computer capable of supporting an AI. As technology developed, the return to the stars forced the Licori to begin to adapt some computers, but these have all been used in extraordinarily strict conditions, including a heavy compartmentalisation.

These new mentats had a red tinge, and operate with a reduced lifespan. Due to their sharply boosted intelligence, they are prized commodities. Mentats do come in various types, depending on how in-depth the process to create them went. The full process produces the classic mentat, the one encountered most frequently by outside forces. This is often done outside of normal channels by particularly gifted people with a drive to see their ideas come to fruition. When a Licori scientist is taken by an theory, they may go down this path, and basically burn away everything but the thirst for knowledge and the legacy of making their mark on science. Lesser versions of the mentat process produce a number of people who provide essential services for the Licori, such as processing the economic equations, managing starfaring processes, and the like. They also serve as highly valued and trusted advisers to the nobles.

These lesser variations on the mentat process dilute the effect, but also dilute the cost, and allow those who undergo them to act for longer.
 
Back
Top