Invasion of the HierarchyDisclaimer:
This is very much a first time experiment for me. The intent is just to have a fun time. This game may be horrible balanced or have absolutely ****ty mechanics, we'll find out by trying. Please don't hate me for it if this turns out to be a total failure.
This post might be sort of lengthy and I might be terrible at explaining things, I apologize in advance.
The rest will follow.How to play:First let us take a look at the Starmap:

Here is the starmap at the very beginning (minus every fleet but two). The Hierarchy forces will flood in from Crux and Kardoen. While the Terran fleets are scattered and caught unprepared.
The map is rather obvious, Green systems are under Terran control, Orange systems are being contested while Red systems are secured by the Hierarchy. Each system has an amount of resources (be it raw materials or manpower) to contribute to the war effort, represented by the number next to it. Each friendly system will contribute its resources to the global resource pool each turn. Contested systems will only produce half their resources rounded down and in both cases they can only contribute if they have a unmolested supply line to Sol.
Resources are used to resupply and reinforce fleets and to hire mercenary forces.
Okay, so let's take a look at how you, the player, interact with the game:
Let's say for example that you are in command of the 1st DD fleet. This fleet is all the way in the Silva system, twiddling theirs thumbs and picking their noses. It's high time to rush this fleet to the front lines.
Let's take a look at the orders you can give:
Major Action:
Engage Enemy: Orders the fleet to fight target enemy fleet in the same system.
Defend: Fleet takes up defensive positions in friendly controlled system giving a bonus for the next battle in that system.
Secure: Turns hostile system into a friendly system.
Travel: Moves a fleet from one system to another.
Resupply: When in a friendly system with a open supply route, will replenish 30% of the fleet's strength.
Minor Action:
Travel: Moves a fleet from one system to another.
Resupply: When in a friendly system with a open supply route, will replenish 30% of the fleet's strength.
Use Special: Uses your faction's special, putting it on cool down.
You can order your fleet to do 1 Major action and 1 Minor action. The order in which you do these actions matters! You cannot engage an enemy in a different system if you haven't traveled to that system first yet. And if you try to resupply before retreating out of a contested system things could end in disaster.
In this case you want your fleet to move twice so you'll post the following:
Fleet: 1st DD fleet
Major action: Travel to Tamy
Minor action: Travel to Odin
And that's it for this turn. Next turn your fleet will have arrived in the Odin system and ready to receive a new set of orders.
Now the 2nd Nordera fleet has moved into the Hydra system and secured it for the Hierarchy. So you now have to make a decision on what to do next, move into the Hydra system and attack or wait for the Nordera to come to you?
Let's say you wish to attack, you'll issue these orders:
Fleet: 1st DD fleet
Minor action: Travel to Hydra
Major action: Engage Enemy, 2nd Nordera fleet.
It is important to issue a target when you order to engage an enemy fleet!
In case you decide to defend the Odin system this set of orders will be effective:
Fleet: 1st DD fleet
Minor action: Use Special
Major action: Defend
This will give you a significant attack bonus when the Nordera fleet decides to travel into the Odin system.
And that is the general gist of it! Easy enough right? Everyone can be an Admiral.
The mechanics:So how do the maths and stuff work? Let's find out!
Keeping with the Delest Dynasty Fleet from the previous example, here are the base stats of a fresh DD fleet:
DD Fleet
Fighter attack strength: 17 (18-1)
Capital attack strength: 16 (17-1)
Fighters at 100% Strength, 2nd Gen
Capital ships at 100% Strength
Morale: Low
Special: Barrage
Oh boy, that looks sort of miserable. The men and women of the Delest Dynasty are not exactly eager to do their duty and their fighters are of the previous generation.
Let's break it down:
Fighter attack strength: 17 (18-1)
The amount of damage fighters will do against enemy fighters. In this case 17, in the brackets is the base stat with modifiers applied. In this case the base is 18 with a penalty of 1 for the low morale. Add half the capital attack strength to that number and you'll know how much pain your fleet will be able to inflict on the enemy fighter force.
Capital attack strength: 16 (17-1)
Exactly the same as the above only you add half the Fighter attack strength to this number.
Fighters at 100% Strength, 2nd Gen
How much fighters you have in your fleet. Sooner or later you'll start taking attrition which will have a direct effect on your fighter attack strength.
In this case your fleet has 2nd generation fighters, over time new equipment will become available for your fleet, giving you a bonus to your fighter attack strength.
Capital ships at 100% Strength
Same deal as with your fighters.
Morale: Low
Your crew's Morale is an important factor. High morale gives you bonuses to attack strength while low morale will give a penalty. There will also be events that might affect crew morale or depending on your crew morale will have a different effect. If your fleet's morale reaches critical levels they might rout! Keep in mind that enemy fleets are also affected by morale, something you might be able to exploit!
You can restore morale to its base value by resupplying (and not getting attacked while doing that), or improve it by scoring decisive victories.
Special: Barrage
This is your faction's special ability. These are detailed elsewhere.
Doing battle:So lets take a look at what happens when your fleet does battle with the Nordera fleet in the Hydra system.
1st DD fleet Fighters: 17+8 = 25
1st DD fleet Capital: 16+9 = 25
Nordera 2nd fleet Fighters: 12+5 = 17
Nordera 2nd fleet Capital: 10+6 = 16
Your fleet deals 25% damage to both the enemy Fighter and Capital ship strength but takes 17% and 16% damage in return.
After this first battle your fleet's condition now looks like this:
Fighter attack strength: 14 (18-1)
Capital attack strength: 13 (17-1)
Fighters at 83% Strength, 2nd Gen
Capital ships at 84% Strength
Morale: Low
Special: Barrage
The Hierarchy usually acts after the players do. The Nordera being master tacticians decide to counter attack.
1st DD fleet Fighters: 14+7 = 21
1st DD fleet Capital: 13+7 = 20
Nordera 2nd fleet Fighters: 10+3 = 13
Nordera 2nd fleet Capital: 6+5 = 11
And so forth. Youtube will give some life to these dry numbers.
After the battles are resolved its important to look at the overall picture. You could press the attack, you'll win this straight up battle of attrition, especially if you use your Barrage special ability next fight. But can the enemy expect reinforcements soon? Can you? These are questions that you should think about when leading your fleet.
Promotions:If you make the right choices and do well, your faction will notice your performance and bestow promotions on you. With each promotion you can pick a trait that will improve your leadership skillz.
Everyone starts as a Rear admiral, the next ranks are:
Vice Admiral
Fleet Admiral
High Fleet Admiral
The traits you can choose from are:
Breakthrough Specialist: Take no damage on a retreat or blitz
Master in logistics: Resupply recovers 50%
Inspirational leader: Base morale +1, more resistant to morale shocks.
Fortification expert: Defense bonus becomes +6
Aggressive leader: +2 to attack strength