#421196
What's the least number of personnel you can run in a deck to get a good skill ratio?
This is both a question-out-of-curiosity and a bit of a challenge, if you're up for it.
If you'd like to treat it as a challenge, here are the rules:
1. Your deck must have double the requirements to pass every wall dilemma in the game (if it were just 'meet,' your draw deck would need a lot of filler to reach 30 cards, and you'd have no redundancy for the inevitable deaths).
2. Your deck does not need to be able to meet (double) every requirement of every wall dilemma, just one set per.
E.g. Your deck does not need to be able to meet Cybernetics and 2 Law (Quality of Life) as long as it can meet an alternate requirement (such as discarding an equipment).
3. While personnel with double skills are very helpful, redundancy is also important. For this reason, your deck must also be able to pass (without doubling) the requirements for every wall dilemma in the game even if one personnel with a requirement dies.
E.g. The highest level of Geology required by a wall is 1 (Odo's "Cousin", Seismic Quake). You must have at least two Geology in your deck to double this. But if you only include Lt. D'Amato, and he dies, you're in a rut. So you must include a second personnel with Geology in your deck.
4. Downloaded personnel (including mission specialists) do not count toward your personnel total.
E.g. You run Lojur as a support personnel. He increases your OFFICER, Navigation and Transporter Skill counts by 1 each, but not your total number of personnel.
5. You may run only one copy of a given persona, i.e. all your personnel must be capable of being in play at once.
6. Your personnel must all be capable of mixing and cooperating, but not by assuming an arbitrary number of Treaty and other such cards: play the challenge as if you're building an ordinary, reasonable deck.
7. You don't need to build a complete deck, just your personnel set (with relevant downloading cards).
8. Here is a list of skill minimums to pass walls, and of walls with unusual requirements. While I have been careful, I've probably made at least one error or omission; please point any out, and use that revised set of requirements. (Don't forget you must double each of these requirements, including alternate requirements in parentheses!)
2 Anthropology
2 Archaeology
2 Astrophysics
2 Biology
1 CIVILIAN (technically 0, treat as 1 for challenge (Incentive-Based Economics))
2 Computer Skill
2 Diplomacy (3 without Law (Implication) and 3 Treachery (A Good Day to Lie))
2 ENGINEER
2 Empathy (Quantum Incursions)
2 Exobiology
1 Geology
0 Honor (1 without Acquisition and 2 Greed (Attractive Antiquities) and Law (Cardassian Processing))
1 Leadership (3 without Admiral, General, or Maje (Dignitaries and Witnesses))
3 MEDICAL (1 with Nurse (Medical Crisis))
2 Navigation
3 OFFICER (with STRENGTH>5 (Maglock))
1 Physics
3 SCIENCE
2 SECURITY
1 Stellar Cartography
1 Transporter Skill
2 Treachery (3 without 3 Diplomacy (A Good Day to Lie))
1 V.I.P. (technically 0, treat as 1 (The New Resistance))
1 Youth (I Hate You, Incentive-Based Economics)
A Miner Confrontation
Faux Pas
In the Pale Moonlight
Invidium Leak
Matriarchal Society
Oops!
Rock People
Stand-Off
The Ghost of Cyrus Ramsey
I've left off dilemmas that can be solved with equipment. This challenge only checks personnel.
9. This challenge, and the foregoing list, is inspired by and drawn from Zefno's very helpful Skills to Pass Dilemmas (http://www.boavon.plus.com/walls.pdf).
Thanks to any who play my challenge. I'll submit my own attempt at some point.
This is both a question-out-of-curiosity and a bit of a challenge, if you're up for it.
If you'd like to treat it as a challenge, here are the rules:
1. Your deck must have double the requirements to pass every wall dilemma in the game (if it were just 'meet,' your draw deck would need a lot of filler to reach 30 cards, and you'd have no redundancy for the inevitable deaths).
2. Your deck does not need to be able to meet (double) every requirement of every wall dilemma, just one set per.
E.g. Your deck does not need to be able to meet Cybernetics and 2 Law (Quality of Life) as long as it can meet an alternate requirement (such as discarding an equipment).
3. While personnel with double skills are very helpful, redundancy is also important. For this reason, your deck must also be able to pass (without doubling) the requirements for every wall dilemma in the game even if one personnel with a requirement dies.
E.g. The highest level of Geology required by a wall is 1 (Odo's "Cousin", Seismic Quake). You must have at least two Geology in your deck to double this. But if you only include Lt. D'Amato, and he dies, you're in a rut. So you must include a second personnel with Geology in your deck.
4. Downloaded personnel (including mission specialists) do not count toward your personnel total.
E.g. You run Lojur as a support personnel. He increases your OFFICER, Navigation and Transporter Skill counts by 1 each, but not your total number of personnel.
5. You may run only one copy of a given persona, i.e. all your personnel must be capable of being in play at once.
6. Your personnel must all be capable of mixing and cooperating, but not by assuming an arbitrary number of Treaty and other such cards: play the challenge as if you're building an ordinary, reasonable deck.
7. You don't need to build a complete deck, just your personnel set (with relevant downloading cards).
8. Here is a list of skill minimums to pass walls, and of walls with unusual requirements. While I have been careful, I've probably made at least one error or omission; please point any out, and use that revised set of requirements. (Don't forget you must double each of these requirements, including alternate requirements in parentheses!)
2 Anthropology
2 Archaeology
2 Astrophysics
2 Biology
1 CIVILIAN (technically 0, treat as 1 for challenge (Incentive-Based Economics))
2 Computer Skill
2 Diplomacy (3 without Law (Implication) and 3 Treachery (A Good Day to Lie))
2 ENGINEER
2 Empathy (Quantum Incursions)
2 Exobiology
1 Geology
0 Honor (1 without Acquisition and 2 Greed (Attractive Antiquities) and Law (Cardassian Processing))
1 Leadership (3 without Admiral, General, or Maje (Dignitaries and Witnesses))
3 MEDICAL (1 with Nurse (Medical Crisis))
2 Navigation
3 OFFICER (with STRENGTH>5 (Maglock))
1 Physics
3 SCIENCE
2 SECURITY
1 Stellar Cartography
1 Transporter Skill
2 Treachery (3 without 3 Diplomacy (A Good Day to Lie))
1 V.I.P. (technically 0, treat as 1 (The New Resistance))
1 Youth (I Hate You, Incentive-Based Economics)
A Miner Confrontation
Faux Pas
In the Pale Moonlight
Invidium Leak
Matriarchal Society
Oops!
Rock People
Stand-Off
The Ghost of Cyrus Ramsey
I've left off dilemmas that can be solved with equipment. This challenge only checks personnel.
9. This challenge, and the foregoing list, is inspired by and drawn from Zefno's very helpful Skills to Pass Dilemmas (http://www.boavon.plus.com/walls.pdf).
Thanks to any who play my challenge. I'll submit my own attempt at some point.