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Poll

Should we betray and invade the Cardassians?

Hell yes! Killsteal the Klingons!
- 5 (55.6%)
No, we are a race with honor!
- 4 (44.4%)

Total Members Voted: 9


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Author Topic: Let's Play Star Trek: Birth of the Federation!  (Read 31937 times)

Azzuro

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #45 on: December 03, 2012, 02:00:14 am »

Turn 150

Spoiler (click to show/hide)

This time, the outpost is under attack before it even starts! Force 2 is in this battle, because I withdrew them due to lack of targets.

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The 4 Ferengi Light Raider IIs manage to destroy both of our troop transports in the opening round, and we destroy only one of them in return.

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The raiders make a pass at our formation before turning tail, we kill two of them, before finishing the last one as he attempts to escape.

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At Yridia, the scout fleet happens upon two Ferengi War Cruisers.

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We pierce one cruiser’s shields in the first round, but don’t quite manage to kill it.

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Its partner kills one of our scouts in return…

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…but is himself killed. One scout for two War Cruisers, not a bad trade.

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The Yridians joined the Ferengi Alliance willingly, and have quite a good system with dilithium.

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At the northeastern extreme of the galaxy, the Altair system is unremarkable, but someone must have terraformed that P-class planet.

Spoiler (click to show/hide)

And in the galactic center, the Ferengi Deathfleet makes a return, twenty-two War Cruisers and a troop transport definitely bound for Mintaka. With only 34 million Mintakans on the planet below, their fate is even less in doubt. Captain Hal Devious prepares to follow his father’s footsteps and make a final stand.

Turn 151

Spoiler (click to show/hide)

The odds are again overwhelming, but then it does not matter.

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There is only one duty to perform, and Captain Hal Devious does the job admirably.

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No regrets.

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Even so, the public does not take it well. Guerrilla warfare may be sapping the Ferengi’s resources, but it does not make good propaganda.

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At Zakdorn, we launch our first Strike Cruiser, the RNS Black Hawk A, hopefully to turn the tide against the Ferengi. The ship is commanded by a graduate of the Zakdorn Military Academy, one Captain Monk, who lends his expertise to the ship’s crew.

Spoiler (click to show/hide)

Over Cardassia, the Klingons have massed this formidable fleet of 13 Battle Cruisers. Their purpose is unknown, as they carry no troop transports and could not hope to make it through Cardassia’s orbital defenses.

Turn 152

Spoiler (click to show/hide)

The Ferengi deathfleet, deprived of troops yet again, heads over to Klabnia. To the east at Doraf, four troop transports and a colony ship wait unprotected; we will try to get them next turn. And at Cardassia, it appears we were wrong, the Klingon fleet has bombarded the system, somehow destroying 6 of 8 orbital batteries without a single ship lost. Were the Cardassians caught off guard?

Spoiler (click to show/hide)

In Arkaria, we have finished colonial development. The system will now be devoted to pure research, more than doubling our scientific prowess.

Turn 153

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The definition of stupidity…. Anyway, we got 4 troop transports (K,L,M and O) and a colony ship.

Spoiler (click to show/hide)

We also destroy a Klingon scout with the scout fleet. This one was the IKC B’rel A, the namesake of the class.

Spoiler (click to show/hide)

Blarg, that’s the Mintaka fleet/Force 2 at Doraf. It doesn’t outright destroy ships, but it reduces them to a sliver of hull strength. Then again, if shields are down, you’re likely toast anyway. There’s also a slight glitch – j6 is Adelphous, where the fleet was last turn, but it’s now in k6. Presumably random events come before fleet movement in the turn sequence.

Spoiler (click to show/hide)

The Galador system is quite boring, with only an energy bonus of note. The scout fleet will head north to those other systems around Ferenginar.

Turn 154

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The Klingon fleet continues to bombard Cardassia, which is down to 335 million population. We cannot let this stand, Cardassia’s shipyard is our sole way of reaching Ferengi space beyond Doraf, which we need to prosecute a guerrilla campaign. The scout fleet is ordered to join Force 1 and 2 at Doraf, diverting to perhaps catch a troop transport moving from Trill to Doraf.

Turn 155

Spoiler (click to show/hide)

With the research efforts at Arkaria, we achieve the next level of biotech ahead of schedule. The Organic Regenerators require 40 energy and give a 50% bonus to food production in the system, effectively cutting the population needed for sustenance by a third. The Phoenix Facility is one of my favorite buildings, requiring just 30 energy for +100 intel points, about 2.5 times an intel center. Finally, we get improved farms. We just need an upgrade in Propulsion for all techs to be level 4.

Spoiler (click to show/hide)

We missed the troop transport, because it was headed to Sarthong instead of Doraf. Regardless, the scout fleet’s objective is to join the main fleet at Doraf.

Turn 156

Spoiler (click to show/hide)

Two Ferengi War Cruisers are easily obliterated by our forces over Doraf.

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Our fleets – all of the Empire’s warships except the new Strike Cruiser – prepare to meet the enemy.

Turn 157

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The Ferengi sent an Explorer to join the party.

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It is a formidable fleet, led by the IKC Doq’cha A, our longtime nemesis. The scout wing will sweep in to harass the Klingon ranks and sow confusion, diverting attention from the Cruisers which will be our primary killers. The Ferengi Explorer is inconsequential.

Spoiler (click to show/hide)

All ships, open fire!

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The Klingons ships begin to light up like fireworks.

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We have destroyed only 2 Battle Cruisers, though others have sustained damage.

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Our ships open fire again, their crews bracing for the return fire.

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Yet, as the Klingon ships light up once more, there is a suspicious lack of torpedoes headed our way.

Spoiler (click to show/hide)

Not that we’re complaining, though. We can hardly make out our targets amongst all the explosions.

Spoiler (click to show/hide)

The Klingons have fled without firing even a single shot.

Spoiler (click to show/hide)

We are victorious.

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Four of their Battle Cruisers are nothing more than detritus over Cardassia. It is a stunning victory, even if the Doq’cha escaped again.

Spoiler (click to show/hide)

Having retreated, the Klingon fleet is now in the empty sector northwest of Cardassia. We think they will be heading back to Klingon space, meaning their most likely route is through Klabia and then skirting east of Mintaka, so we will attempt to intercept them at Klabnia. If we are wrong and they go to Cardassia, then we still have another chance to intercept them south of Cardassia.

Turn 158

Spoiler (click to show/hide)

We meet them at Klabnia, with an added Strike Cruiser.

Spoiler (click to show/hide)

The Strike Cruiser, commanded by Captain Monk, resembles a short, squat version of our Cruisers.

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We release a veritable hail of torpedoes.

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The familiar cherry-red explosions again light up through the Klingon fleet.

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The battle quickly devolves into a massacre, as our ships attempt to kill as many of the Klingons as possible.

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Some of the Klingons go to warp – others are left behind.

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As it turns out, one of those left behind was the Doq’cha, meeting its end under a rain of torpedoes. Remember Mintaka!

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We have destroyed another 4 Battle Cruisers, paring the Klingon Fleet to 5.

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The Federation is not at war with the Klingons, but unofficially they cheer us on in their own condescending way.

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The Klingon fleet – what remains of it – is again stranded to the northwest. If they wish to return to their territory, they will have to either pass through us at Klabnia again, or go through Valdris, where we have another chance to intercept at Mintaka. We will stay in Klabnia this turn.

Turn 159

Spoiler (click to show/hide)

The Klingons are fools as well as cowards – they again attempt to transit at Klabnia.

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Their fleet has shrunk quite a bit since the Battle of Cardassia.

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There are no survivors.

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That’s all of the Klingon fleet destroyed. Of course, they will build more, but the Cardassians are safe for now.

From here, the scout fleet will go to check out the remaining two Ferengi systems in the northeast. Force 1 and 2 will both harass the Ferengi, while Captain Monk’s Strike Cruiser returns to Mintaka.

Spoiler (click to show/hide)

I also buy the rest of a factory upgrade on Romulus, taking a large chunk of our treasury.

Turn 160

Spoiler (click to show/hide)

We launch our second Strike Cruiser, the Red Falcon, from Zakdorn. Captain Lal Devious takes command and will reinforce Captain Monk at Mintaka.

Turn 161

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We get another 3 more troop transports at Doraf.

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We also achieve another breakthrough in Propulsion quite quickly. This gives us upgraded laboratories and intel centers, and the Tal Shiar Headquarters which gives +25% intel points for 200 energy.

Spoiler (click to show/hide)

Our next research goal is the Cruiser II, which has firepower only slightly behind that of our Strike Cruisers. However, it can operate in the medium range, giving much better strategic access and most importantly, all of our cruisers will be upgraded free-of-charge to the improved version. As we have a force of six cruisers with great experience, getting this upgrade will be a great boon.

Turn 162

Spoiler (click to show/hide)

There goes another strike cruiser.

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The Ferengi system of Solarion is tiny.

Turn 163

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This is getting ridiculous. That’s the FMS Transport V.

Spoiler (click to show/hide)

The other system of Gamma Vertis is a true Eden: 395 million maximum population. Ferengi colonization priorities are misguided, to say the least.

Also, some of our agents in the Ferengi Alliance report a mysterious catastrophe befalling Trill. Force 2 is sent to discreetly observe the system.

Turn 164

My god…

Spoiler (click to show/hide)

We are the Borg. Resistance is futile.
« Last Edit: December 06, 2012, 08:54:59 am by Azzuro »
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Haspen

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #46 on: December 03, 2012, 02:42:47 am »

Oh, fuck.

Good luck! :P
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Sheb

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #47 on: December 03, 2012, 03:52:16 am »

Wow. How is such a battle even possible? (I mean the total defeat of the Klingon with inferior forces for no losses?)

Also, could you explain the difference between lasers and torpedoes?
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Azzuro

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #48 on: December 03, 2012, 07:15:59 am »

Because the AI sucks. No really, the AI is so bad that even a one tech level advantage won't be enough to save them. Firstly, the Klingons were bombing a system, not really seeking out a fight. Anecdotally, it seems like the AI will be much more willing to stay and fight if they are on the offensive, i.e. sending a fleet into my space to specifically attack. Secondly, I'm not sure how much this affects it, but the AI does take numerical superiority into account, even if they are superior in firepower. Once the Klingons retreated the first time, it was basically over, the rest being defeated in detail.

As for the difference between phasers and torpedoes, torpedoes do more damage than phasers. I'm not to sure under what conditions torpedoes will be fired, but it seems like either a long 'run-up' to the enemy ship (not dogfighting) or being at super close range. All torpedoes are fired forward, presumably the idea of aft-mounted torpedo tubes hasn't occurred to anyone. The combination seems to ensure that mass torpedo barrages generally only happen in the first turn, when opposing fleets are all arrayed facing each other.

Phasers have a much larger field of fire than torpedoes (that is, anything other than straight ahead). The extreme example would be Cardassian ships, which are able to fire their phasers in any direction, making tactical positioning less of an issue. Phasers also seem to have a higher chance to hit than torpedoes, and also 'track' moving enemy ships, whereas torpedoes miss if the enemy ship has moved too much of an angle away from your ship.
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Haspen

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #49 on: December 03, 2012, 09:16:37 am »

The more pressing concern is, of course, the Borg on the map. I've never seen any AI destroy even one Cube, so it's always on hands of human player(s) to get rid of the Borg.

Considering that Borg get another vessel roughly per each (or two) destroyed system, and given that the galaxy map is small, we might want to construct additional cruisers and deal with the cybernetic threat.

Unless you count on your luck, as in, Borg kill everyone else but us :P
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Maldevious

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #50 on: December 03, 2012, 09:17:16 am »

Lal Devious... reporting for heroically tragic duty!
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kaian-a-coel

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #51 on: December 03, 2012, 01:06:57 pm »

This is awesome! Captain Kai'an reporting for duty sir!
(PTW)
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darkflagrance

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #52 on: December 03, 2012, 03:19:52 pm »

Captain Dark Flagrance reporting for duty (or assimilation!) Let's see the Romulan star fleet take on the Borg!!
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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #53 on: December 03, 2012, 10:36:38 pm »

Remember Mintaka! Time to draw a line in the sand- this far, no further!

Azzuro

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #54 on: December 04, 2012, 12:43:32 am »

I hate to say it, but we're in a bit of a tight spot here. As you can see from the last pic, Trill is out of range of our cruisers, which means we can't fight the Borg there. Trill is a goner, but for every one or two systems the Borg assimilate, they build another Cube. That means they start to replicate almost exponentially after a certain point, since more Cubes -> more assimilation -> even more Cubes. At the very least, they'll have two Cubes when we can get to fight them. As Haspen pointed out, the AI is useless fighting the Borg, which means we can't rely on the Ferengi Deathfleet to do it for us.

In any case, our current navy is wholly inadequate to fight a Cube. As the Romulans, our sole advantage is the cloaking device. Therefore, our primary aim at this stage is to amass a fleet large enough to kill the Cube in the initial decloaking turn and thereby avoid any casualties. Of course, this is limited by the fact that we have only one source of dilithium, which means only one of our systems can produce ships. We'll be building Cruisers instead of Strike Cruisers, because they're faster to build and after the Cruiser II upgrade, almost as good as a Strike Cruiser.

So our priorities for the Borg War are:

1. Get to the Cruiser II upgrade - requiring upgrades in Energy, Computer and Weapons tech.
2. Build as many Cruisers as possible, and avoid all confrontation with the Borg until we reach about 15 cruisers or so.

Then we will fight the Borg, and hope that they don't have like a bajillion Cubes when we were preparing. As a bonus, maybe they will take care of the Ferengi for us - if they go to Solarion, the next system is Ferenginar.
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kaian-a-coel

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #55 on: December 04, 2012, 01:03:28 am »

Is it plausible for the borg to encounter the deathfleet, even by random chance? If it happens, whoever win, we finish.  :P
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Azzuro

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #56 on: December 06, 2012, 08:18:56 am »

Turn 164 cont’d

Spoiler (click to show/hide)

So here’s where we are research-wise. Our research output is a bit low right now because I’m doing some upgrades on Arkaria, but we should be able to finish the Energy research quite soon.

Spoiler (click to show/hide)

And here’s where we are industry-wise. With a factory upgrade, Romulus is now the most productive of our systems. Once that Strike Cruiser on Zakdorn is finished (I’m going to buy it this turn), I’ll start Cruiser production on Romulus.

Turn 165

The scout fleet takes down a Ferengi Explorer, and Force 2 bags another troop transport, this one Transport X. I’ve decided not to bother screenshotting all the combat pictures.

Spoiler (click to show/hide)

Captain Kai’an takes command of the Blue Falcon, our last strike Cruiser for the time being. At Farius, the colony ship is ordered to colonize.

Turn 166

Spoiler (click to show/hide)

The Ferengi want a ceasefire, but they don’t offer any reparations for Mintaka. The war will continue.

Turn 167

Spoiler (click to show/hide)

As Ekos is currently ‘pleased’, I can only assume this is a random event. Terrorism can be either that or a result of poor morale.

Spoiler (click to show/hide)

We also get to colonizing Farius. The systems was discovered all the way back on turn 2.

Spoiler (click to show/hide)

I also rush-build the cruiser on Romulus. Unlike other 4X games, excess industry beyond the current project doesn’t ‘spill over’ into the next, so using credits to buy the last parts is more industry-efficient.

Turn 168

All three of our fleets see action this turn: Force 1, a lone War Cruiser, Force 2, another unescorted troop transport, and the Strike Fleet at Mintaka fends off an incursion by a Ferengi Explorer.

Spoiler (click to show/hide)

We also launch the first of a new series of cruisers at Romulus. The RNS Osprey A, commanded by Captain Dark Flagrance, will head to Zakdorn for training while the rest of the fleet is built.

Also, in the far north, the Human colony of Narenda seems to have been wiped out of existence, probably by the Ferengi Deathfleet.

Turn 169

Spoiler (click to show/hide)

The Borg are true to their word; all resistance on Trill has proven futile. The Trill race is now extinct, their planets barren, their resource consumed for the singular purpose of advancing the Collective. It is a small mercy that there wasn’t enough to build another Cube.

The system of Narenda, now uninhabited, can also be seen in the top.

Turn 170

Force 2 takes out a raiding fleet of 3 Light Raider IIs. We haven’t really seen these ships deployed against us yet, but they are formidable raiders.

Spoiler (click to show/hide)

Some good news; we’ve gotten that breakthrough in energy tech. Charge collectors are like wind turbines, requiring a P-class polar planet and providing a free 100 energy.

Spoiler (click to show/hide)

And some even better news: the Borg are assimilating the Ferengi system of Doraf. That’s uncomfortably close to Mintaka, but anything that hurts the Alliance is a plus.

That’s an opportunistic Klingon colony ship poking through the ruins of Trill, by the way. Systems ravaged by the Borg aren’t really good systems to colonize, due to all the barren planets. But it’s worth it for the dilithium in Trill. (There’s a Borg bug here that wipes the system bonus icons, but Trill does still have dilithium)

Turn 171

The scout fleet destroyed the Klingon colony ship, which moved off Trill for some reason.

Spoiler (click to show/hide)

Perhaps capitalizing on the Alliance’s sudden weakness, the Federation has assembled this fleet over Sarona, which contains a troop transport. They may be liberating their fellow men, or they may be building another outpost.

We launch our second Cruiser, the RNS Vulture, at Romulus.

Turn 172

The scout fleet takes down a lone Light Raider II, while Force 1 takes down an Explorer II, which the Ferengi have now invented. They’re making technological progress, but that might not be enough to save them.

Spoiler (click to show/hide)

Their deathfleet might, however. That’s 27 War Cruisers. In the north, the Federation recolonized the system of Narenda, and their fleet disappeared from Sarona.

Spoiler (click to show/hide)

Also, we break the 1000 research points per turn barrier, due to new laboratories built and staffed on other colonies.

Turn 173

Force 1 destroys a War Cruiser/Troop transport pair.

Spoiler (click to show/hide)

The Ferengi deathfleet disappeared, leaving just these 6 War Cruisers behind. We think they might have fought the Borg, but if that were so, they didn’t even leave a scratch.

Spoiler (click to show/hide)

Morale has risen empire-wide, due to the frequent victories. Of course, the Ferengi fleets still roam unchallenged, but the public doesn’t need to know about that.

Turn 174

The scout fleet disposes of another single Light Raider II. These ships are most effective in groups, but the Ferengi are deploying them singly.

Spoiler (click to show/hide)

The deathfleet makes another appearance. Maybe they just went north to fend off the Federation.

In Romulus, the RNS Peregrine is built, our third cruiser.

Turn 175

Force 1 takes down 2 War Cruisers, while Force 2 reports that the Ferengi Deathfleet has disappeared again. This is getting ridiculous.

Spoiler (click to show/hide)

In any case, the Borg are almost done with Doraf – just a couple of turns more. Our fleets are ordered back to Mintaka.

Turn 176

Spoiler (click to show/hide)

Almost there. The scout fleet will stay in Cardassia to provide an ongoing view, and can retreat under cloak if necessary.

Turn 177

Spoiler (click to show/hide)

Welp. Not Mintaka, not Mintaka…

We launch Cruiser no. 4, the RNS Crow, at Romulus. Also, we break 1200 research points per turn.

Turn 178

Spoiler (click to show/hide)

We get another breakthrough in Computer tech. The Listening Post is an upgrade to the Subspace Scanner, providing +1 scan range but requiring 50 more energy, not really worth it except in border systems. Now we just need an upgrade in Weapons tech, but that’s the longest to research.

Spoiler (click to show/hide)

The Borg have disappeared. We’ll be keeping an eye on system populations to track them down.

Spoiler (click to show/hide)

Also, while our entire fleet is at Mintaka, let’s have a roll-call of our ships.

Force 1 is the RNS Darkfeather, a scout, and 3 cruisers, RNS Goshawk, Kite and Kestrel. These are commanded by Captains Sheb, Ebbor and Jay Cin respectively. Force 1 hasn’t changed since I designated it.

Force 2 is the RNS Darkwing, a scout, and 3 cruisers, RNS Petrel, Albatross and Martin, which are commanded by Captains Haspen, Pisskop and Theodolus. Force 2 merged with the Mintaka defense fleet when Captain Hal Devious made his attack against the Ferengi fleet on turn 151.

The Strike Fleet is 3 Strike Cruisers, which I’ll use primarily for defense duty. They are the RNS Black Hawk, Blue Falcon and Red Falcon, commanded by Captains Monk, Lal Devious and Kai’an respectively.

At Cardassia, the so-called ‘scout fleet’ consists of eight scouts, the RNS Silent Kite, Dark Comet, Dark Raven, Dark Martin, Dark Raptor, Dark Eagle, Dark Merlin and Dark Falcon. It is currently unclaimed.

At Zakdorn or in transit to it, is the tentatively named Second Fleet. Its (current) ships are 4 cruisers, in which the RNS Osprey is commanded by Captain Dark Flagrance, and the other 3, the RNS Vulture, Peregrine and Crow are unclaimed.

All told, our total fleet is 10 Cruisers, 3 Strike Cruisers and 10 scouts. Captains can ask for promotions to any other ships that are unclaimed. Someone can also be the ‘admiral’ of the scout fleet, but that’s a bit of a dangerous job.

Turn 179

Force 1 destroys a War Cruiser and Light Raider II on patrol near Mintaka, while Force 2 bags a War Cruiser.

Spoiler (click to show/hide)

In the meantime, the Borg are nowhere to be found. The scout fleet will proactively look for them.

Spoiler (click to show/hide)

This gave me a heart attack for a moment before I clicked on it. The Sentient Starship, or Gomtuu from that episode of TNG, is probably the only ‘friendly’ extragalactic monster. If you hail him, he just runs away. If you shoot at him, he unleashes a bullshit-powerful attack that can destroy your entire fleet.

Turn 180

Force 1 gets a Klingon Battle Cruiser.

Spoiler (click to show/hide)

There’s a worrying military buildup, though. That’s 4 destroyers, a Battle Cruiser and an Armed Colony Ship to the south. In the east, no sign of the Borg. The Klingons have also invented their Scout II, which can cloak.

At Romulus, we launch our fifth cruiser of the Second Fleet, the RNS Raven.

Turn 181

Force 2 obliterates the colony ship, escorted by a Battle Cruiser.

Spoiler (click to show/hide)

Can you guess where the Borg are?

Turn 182

Spoiler (click to show/hide)

This is just great.

Spoiler (click to show/hide)

When we hail it…

Spoiler (click to show/hide)

…it runs.

Spoiler (click to show/hide)

But it remains in the same sector as our outpost. This means we keep getting ‘free’ victories.

In other combat matters, Force 1 takes out a Light Raider II and troop transport.

Spoiler (click to show/hide)

We applaud the Borg. They have done what we, the Federation, and the Union could not: defeat the Ferengi. The loss of Ferenginar will not instantly dissolve the Alliance, but it is a death sentence. We confirm that this is still the original Cube, number 265 of 502412.

Turn 183

Spoiler (click to show/hide)

We launch our sixth Cruiser, the RNS Condor, at Romulus. This puts us in the red financially – our upkeep and maintenance costs now exceed our income, and we’re losing credits. It’s only 32 credits a turn, though.

Spoiler (click to show/hide)

Besides, we could always prey on Ferengi shipping. They don’t seem to have any warships up here.

Turn 184

Spoiler (click to show/hide)

It looks like the Ferengi sued for peace.

Spoiler (click to show/hide)

This is the successful raid screen. It says we only stole 6 credits, but we also stole all trade income from trade routes into Ferenginar. The shield generator will probably go down soon as there aren’t people to man the power stations.

Spoiler (click to show/hide)

Look at our treasury – we’re now at 8817 credits, up from 8814 last turn.

Spoiler (click to show/hide)

I’m going to spend a bunch on new cruisers, anyway. We’re almost at the weapons upgrade, with maybe another 2-3 turns to go. When that happens, the price (both in industry and credits) of cruisers will jump drastically as they’re now building cruiser IIs. So it’s better to spend now for more value, since ships already built are upgraded for free.

Turn 185

The Ferengi declared war on the Cardassians. Not really a smart move, seeing as their capital is currently being overrun by Borg.

Spoiler (click to show/hide)

The RNS Eagle is launched at Romulus, and I immediately buy the next one. The 6 cruisers at Zakdorn will stop training and head for Romulus.

Turn 186

Spoiler (click to show/hide)

Breakthrough! Now all of our Cruisers (14 of them) are upgraded free of charge, making them almost equal to a Strike Cruiser in terms of firepower. We switch research to Biotech, since that unlocks the Scout II upgrade.

Spoiler (click to show/hide)

However, now all new Cruisers built have to be of the mark II variant, which requires more time. Where before we were building Cruisers in 4 turns (or 3 with credits), now it requires 7 turns for one. We only have 14 Cruisers right now, and I’d want at least 15 before we take on the Borg. So we’ll wait a while to build one more.

The RNS Hawk was the last Cruiser, launched this turn and then immediately upgraded.

Turn 187

Spoiler (click to show/hide)

The Borg are almost done with Ferenginar. Let’s hope they go for Solarion next.
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Sheb

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #57 on: December 06, 2012, 08:50:32 am »

This do mean that they'll probably get a second cube, right?
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10ebbor10

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #58 on: December 06, 2012, 09:10:09 am »

Might be. But we're going for a blast them before they shoot back approach anyway, so it shouldn't matter much.
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kaian-a-coel

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #59 on: December 06, 2012, 09:27:38 am »

So much tension building up! We're currently drifting toward the "best possible outcome" of the borg event: the ferengis wiped out and little to no romulan casualties. It is up to us, though, to stop the list of wiped out species at "ferengi" (just under "trill"). If we are to fail, this list will extend. And the name under "ferengi" might well be "mintakan"...
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