Galarchy

Imperial Galactic Conflict

Nifty Galaxy Picture

After Galarchy, the galaxy can never be the same

In 1997 I created a game specification for a massive multiplayer online game called Galarchy, years before MMPOG actually caught on in the gaming community. Galarchy was intended to be a fusion of a great multi-player game and gripping television series that was constantly evolving according to player input. I believe the future of gaming is headed where the future of the internet is going: harnessing the creativity of individual people in ways that enhances the lives of many. It's the reason why Map Editors have become so popular, as well as sites that collect and distill the best of the maps created by players.

As for games, as networking becomes more commonplace the next generation of computer games should leverage this high interconnectivity, creating extensible virtual spaces for people to interact and allowing them to determine the parameters of their own games. Creating an environment in which humans can play against each other also sidesteps the problem of creating a AI smart enough to give players a challenge. And with a slick trick of distributing the load across many computers, the complexity of the game can easily scale with the number of users, even to the hundreds of thousands.

Game Overview

"The Fourth Dynasty of the Imperium has ended.

For centuries the sole pacifying force in a hostile galaxy, the empire has long understood the necessity of superior military strength. Yet fleets are only as good as the leaders who command them, and one can win the battles but still lose the war. Cunning combatants, superior strategists, and deft diplomats are needed for a successful campaign; an emperor must be all these and more.

The Free Worlds have decreed a period of Galarchy. Numerous military officers vie for the purple and gold, each backed by a conclave of planets confident in their abilities. Imperial contenders must demonstrate their prowess over their opponents: by acquiring territories, defending their own region, and emerging victorious when contested. To rule the spaceways, an emperor must be born and bred on the battlefield.

And only one can sit on the Crystal Throne."

Combat

Military space naval vessels form the backbone of the fleets. The basic weapon types for War grade craft are energy, particle, and missile; defenses are similarly classified. But the vast majority of ships lack attack / defense modes, and successful officers play their strength to their opponents' weakness. Some ship classes are more or less effective against other classes; for example, of the War grade ships, the Fighters are dominated by Destroyers, which are susceptible to Battleships, which are overcome by Carriers, which are themselves dominated by Fighters. Leveraging these rock-paper-scissors effects spells the difference between victory and defeat.

But the outcome of combat is not decided by War craft alone. There are other important military grades besides War: Information, Transport, and Platform. Information ships wage info-warfare, which ranges from jamming transmissions to outright controlling enemy vessels. Troop transports dock with large craft, bringing the fight to the crew. Platforms can perform much needed repairs on damaged ships, salvaging parts from the remnants of other vessels. Each grade has a unique function, and all are vital to a well run engagement.

Terrain also affects the course of war. On the large scale, galactic objects (like planets, stars, black holes, etc.) exert gravity wells and prevent the faster than light warp drives from functioning. They also physically obstruct movement and reconnaissance. On the smaller scale, the local terrain may introduce unique combat parameters. Ships fighting near a power station in close orbit around a star would take constant heat (= energy) damage during the combat. Fighting inside a nebula or gas giant entail a host of limitations: particle damage proportional to ship speed, reduced datawave, and energy weapons operating at half power.

Even open space presents its own difficulties, namely how to fight effectively in 3D. Ships rarely fight alone, but rather in conjunction with other forces and fleets. Ship formation and fleet coordination become increasingly more vital in large scale conflicts. Protecting that shuttle while it docks might require punching a hole through the enemy lines with one force while establishing a cylindrical protection corridor with another. The formation choice should be tailored to meet the desired objective.

The standard combat tactics become all the more devastating when they utilize these disparities. Picture several destroyers chasing down a fighter contingent around the arc of a small moon, to stumble into an ambush of battleships waiting on the far side. Or info ships cloaking the presence of a critical cargo vessel during a raid. Or a battered carrier using the gravity well of a black hole to slingshot away from the clutches of the enemy into the safety of its own forces. Or a light skirmish force engaging the enemy long enough to be flanked on three sides...

Strategy

Star systems with inhabitable planets are the major holdings, though barren planets, asteroid fields, and large moons also contribute to production. Factories located in esoteric locations can have fantastic short term yields, but they are more exposed to the enemy. Starbases and shipyards are the typical staging areas for military forces, which are exclusively space naval in nature. (Conventional aerial and ground forces are useless against spatial superiority.) They are also the major centers for ship repair, aside from mobile repair docks.

Logistics is a major concern in any overall campaign strategy. On the simplest level, it involves directing fleets to where they will be most effective, when they are needed. But ships always need upkeep, and they require repairs after combat. The supply lines between producers and the fleet are crucial to maintaining operational effectiveness. An under-supplied front will be worn away by an equal strength but better stocked foe. Supply lines can be disrupted in many ways, and must be defended at all times.

Intelligence plays as crucial a role as logistics. Knowledge of the enemy is sporadic and unreliable at best, and any opportunity to acquire it should be pursued. Information grade craft should be used wisely and often, both in combat and out. In particular, datawave posts are the primary means of long-range reconnaissance, scanning space for ship movements, intercepting transmissions, and shielding friendly units from similar investigation. The Fortunes of War sometimes provide opportunities to learn more about the enemy, such as locating enemy Tachyon Relays, subverting enemy officers, etc.

Long term strategy should capitalize on these concerns. Plan your conquests wisely to prevent overextension; that factory might be easy to take but impossible to hold. Whittling down the enemy's supply lines weakens them over time; this is a good option against a superior foe. Learning the foes' troop movements allows for greater flexibility in your own. For example, if you learn that he is moving his main division to another front, you might attack his now weakened front, or perhaps relocate your ships as well, leaving a "peaceful" vacuum.

Diplomacy

An aspiring emperor should keep in mind that combat with the other contenders is a means of proving their competence to the Imperium, and not a vehicle for tyrannical conquest. In the end, it will be an election by the Council of Worlds which will decide the next Emperor, not fleet strength or territories held. However, the Imperium is by no means alone in the galaxy, and interactions with foreign powers is common. Despite the treaties, opportunities for combat with and conquest of foreigners exist...

It is always vital to maintain the goodwill of your supporting planets, and to protect them as much as possible. Razing planets, while it might be a sound military decision, is a poor diplomatic one; it is looked upon unfavorably by virtually the entire Imperium. Similarly, destroying civilian ships is frowned upon, even when warranted; plundering civilian sources is likewise looked upon with distaste. But if no one survives to tell the tale...

The Fortunes of War provide numerous opportunities to improve your standing as an imperial contender, or to set back your opponents. The extermination of those pirates raiding that trade route will increase trust in the merchant sector. Swift transport of medical supplies to quell that outbreak gains public favor. Answering a distress call might create a valuable proponent of your cause. Of course, these opportunities draw time and resources away from the military campaign (and might in themselves be ruses by the enemy) but they garner valuable diplomatic influence. This influence is eventually converted to production in the form of periodic campaign funding.

Equally important as your relationship with your producers is your relationship with the other contenders. Alliances and feuds often develop between contenders, and the deft manipulation of these biases might yield military gains more tangible than outright combat. Officer management on your own side is another factor. In the multi-player game yet another dimension is added to this, namely the interactions among players on your side. Coordinating efforts and matching skills creates a formidable campaign force, splitting the combined roles of combatant, strategist, and diplomat into more manageable sizes.

The galaxy is large and only sparsely populated by holdings under imperial influence. Other creatures, not always neutral in the player conflicts, also inhabit known space. These foreign powers range from primitive worlds to super-futuristic societies, from aggressive mercenaries to peaceful poets, from pirates to philanthropists. Furthermore, random galactic occurrences keep things lively, like travelling null spaces (in which warp drives do not work), supernovae, wandering space dragons, etc.

Guidelines

Some big things we'd like: Things we specifically do not want:

Technology

Everyone should have the same technology and ships available to them. (A larger endeavor would be to create several race types, each with their own unique racial characteristics and shipsets. In this case the racial differences should be minor.) The exceptional pieces of technology are Otherwise the tech is "reasonable", meaning laser beams, missiles, mines, ECM, cloaking, dataworms, etc. There will be super-nasty pieces of technology out there, but as a rule they must be limited. That means they exist only on particular ships, around particular planets, or the machinery bums itself out, has limited ammunition, etc. The Imperial Guard has a significant but not overwhelming technological edge over the other sectors of the empire.

Think Long Term

Combats should be somewhat long between equivalent forces, on the order of 15-60 minutes. In fact, as a rule of thumb two fully stocked equivalent ships should be able to duke it out for about 2-5 minutes, and ships should contain a repair well = 1-5 times the damage capacity of the ship. This is necessary to allow both strategy and supplies to play a major factor in the conflicts. More factors should influence the outcome of combat besides overwhelming force.

To further extend the action the FoW should be slightly biased toward favoring the underdogs / hurting the person in the lead. That guarantees that two equally skilled opponents can battle for prolonged periods, and that only truly gifted generals can prevail against their foes.

Terminology

Crafts

Craft - A spaceworthy machine. Also spacecraft.
 
Drone - A craft without a living crew
Post  - An immobile craft
Launch - A mobile craft
Vessel - A craft bearing a living crew
 
Beacon - a post drone, i.e. an immobile craft without crew
Probe - a launch drone, i.e. a mobile craft without crew
Ship - a launch vessel, i.e. a mobile craft with crew. See below
Station - a post vessel, i.e. an immobile craft with crew

Grade, Class, and Mark

Grade - A generic type of craft
Class - A category within a grade
Mark - A specific type with a class
Dominance - An inherent effectiveness of one ship class over another
 
War - A military grade craft used for weapons combat. Has four ship classes: fighter, destroyer, battle, and carrier
Information - A military grade craft used for data manipulation, including information warfare
Transport - A military grade craft used for transportation, including troops
Platform - A military grade craft used for production / repair, i.e. it has one or more production rates
Civilian - Any non-military grade craft
 
 
Grade Ship Class Station Class Probe Class Beacon Class
War Fighter 
Destroyer 
Battleship 
Carrier
Base 
Skiff (officers)
Missile 
Droid (carrier)
Defense Satellite 
Mine 
Ground Defenses
Information Controller 
Jammer 
Deceiver 
Observer
Datawave Post 
Sentry
Scout 
Decoy
Comm Relay 
Webs 
Buoy
Transport Shuttle 
Staff 
Dropship 
Cargo
Garrison 
Depot
Tug 
Delivery
Jump Gate
Platform Dock 
Stardock 
Salvage
Pier 
Shipyard
  Factory 
Mill 
Plant
Civilian Merchant 
Private Yacht 
News / Film 
Science
Lifeboat 
Laboratory 
Resort
  Satellite 
Plant
 
 
Fighter - A war grade ship class. Has three marks: 1) fighter 2) interceptor, and 3) corvette
Destroyer - A war grade ship class. Has three marks: 1) destroyer, 2) dreadnought, and 3) cruiser
Battleship - A war grade ship class. Has three marks: 1) battleship, 2) battlefortress, and 3) battlecruiser
Carrier - A war grade ship class. Has three marks: 1) carrier, 2) citadel, and 3) juggernaut
  Plane, frigate, Capital Ship; Flotilla, convoy, caravan

Groups

Group - A collection of similar objects. Groups may be empty
Group Operation - A modification of a group, like renaming it
 
Ship Group - A collection of ships
Fleet - A set of ships and forces. A disjoint and mandatory ship group. Often The Fleet refers to all ship on the same side
Force - A subset of ships and forces within the same fleet. A tree-hierarchical ship group
 
Fleet Group  - A collection of fleets
Front - A set of fleets and divisions. A disjoint and mandatory fleet group
Division - A subset of fleets within the same front. A disjoint fleet group
War Group - A ship or fleet group
 
Holding Group - A collection of holdings
Territory - A set of holdings and locales. A disjoint and mandatory holding group
Locale - A subset of holdings and locales within the same territory. A tree-hierarchical holding group
 
Territory Group  - A collection of territories
Region - A set of territories and sectors. A disjoint and mandatory territory group
Sector - A subset of territories within the same region. A disjoint territory group
Property Group - A territory or holding group
 
Power - The ultimate owner of a group of groups. Also called a side
Team - A power consisting of human players

Officers

Character - Any person within the game, either player or computer controlled
Player - A human participating in the game
Leader - The player in control of the imperial contender on a single side
 
Officer - A military character to which a player can issue commands
Officer Reserve - The set of inactive officers
Active Service - The set of officers on active duty (i.e. staffing a vessel)
Officer Pool - The set of officers which can serve. Equal to Active + Reserves.
 
Superior Officer - An officer of strictly higher rank
Subordinate - An officer of strictly lower rank. Also means "to be of lower rank". Sometimes called inferior.
Leading Officer - The highest rank, greatest experience, most decorated officer (in that order) in any set of officers. Also lead officer.
Commanding Officer - An R3 officer (or above) given a command mission. COs (above R3) are also empowered to issue command missions
Imperial Contender - The leading commanding officer on a side under player control
Flagship - The ship staffed by a LO in a war group
 
Command Mission - A list of prioritized objective issued to an R3 officer (or above), making them a CO
Appointing - Giving a CO their own fleet command. They must be the SO of that group (not just the LO)
Assigning - Placing an officer in a fleet, for use at the discretion of the CO
Chain Of Command - The rank relationship among COs. Also refers to the COs themselves.

Communications

Communication - Any transmission between characters (and thus players). When separated by galactic distances, communications require Tachyon Relays
Classified - A secret, encrypted communication viewable by a minimum rank on your side
Unclassified - An open communication viewable by everyone on all sides
Private - A classified communication viewable only by specific officers
 
Notification - A low-priority status communication. Generically, a post to the Notification Log
Message - Any of a variety of custom communications. Generically, a post to the Message Board
Alert - A high-priority communication which requires immediate attention. Generically, a post to the Alert Region
Priority - one of alert > message > notification. Determines where a communication is posted
 
Receipt - A notification on the successful delivery of a communication
Command - An alert which must be obeyed. Also order
Communiqué - A classified alert (including private messages)
Distress Call - An unclassified alert requesting aid
Request - A message to a CO asking for support, which requires response
Requisition - A request for stocks or products
 
Report - A long, detailed message. Can contain other communications
Authorization - A report enabling a CO to issue orders. Includes fleet reorganizations, production requests, etc.
Brief - A classified report on a command mission issued to the new CO, including authorizations
Update - A report to a CO about their status. Also mission update, which has progress on the objectives in a mission
Summary - The final report of a command mission, detailing its successes and failures objective by objective

Production

Source - Anything with capacity. Specifically, raw and refined 
Manufacturer - Anything which changes a source into a stock. Specifically, a plant, mill, or factory
Stock - Anything which can be stored. Specifically, supplies, goods, and parts
Conversion - Anything which changes a stock into a product. Specifically, trade, construction, or repair
Product - Anything with a cost. Specifically, money or crafts
  See the Production Chart for more details.
Producer - Anything with a production rate. Specifically a manufacturer or converter
Holding - A source, stockpile, product, and / or a producer. Typically needs defending
Fortification - A holding's defense. Includes ground defenses as well as stations and beacons
Supply - The stocks and products needed by a wargroup to retain operational effectiveness
Maintenance - The supply flow needed a wargroup at all times

Territorial

>> Spiffy this up
 
Imperium - All imperial holdings; the galactic empire. Refers alternatively to the space or populace inhabiting it
Council Of Worlds - A region of the Imperium; specifically, its congress.
Free Worlds - A sector of the council which remains neutral in the imperial successions. Consists of the most powerful territories

New Generic Game Mechanisms

Dynamic Grouping And Designation

Problem: When dealing with a large number of items (say ships) how do you control them all in real time? Giving commands to individual items is prohibitive. The natural solution is to block the items into groups and then issue commands to the entire group. However, how do we reconcile the need for larger groups (to issue less commands) and for smaller groups (for more accurate control)?

Proposed Solution: Allow dynamic allocation any set of items into a player determined and named groups (as well as group deletion, of course). Further allow a hierarchical structure, so that players can issue a single command at exactly the level they want to. If that level currently does not exist, they can dynamically create it.

This grouping mechanism will be employed not only in fleet command but also in regions, production, etc. Let's develop the idea by looking at fleets and ships in particular. Here's something like what I'm envisioning:

Example Ship Grouping

Front - A set of fleets and divisions fighting a campaign in concert, typically "close" to one another in a galactic sense. Fronts are disjoint and mandatory, i.e. a fleet or division is contained in one and exactly one front at any given time (though they can be moved between fronts). Ex. First Front, Home Front, Hellenas War Front, The Neutral Zone Front, etc. Division - A subset of fleets within the same front. A division is not mandatory but must be disjoint, i.e. a fleet can be contained in at most one division. Ex. Twelfth Division, Destroyer Division, Escort Division, etc. Collectively Fronts and Divisions are referred to as Fleet Groups.

Fleet - A set of ships that must always be in physical proximity, i.e. they move in unison on the galaxy and tactical screens, as well as entering and leaving combat together. Fleets are disjoint and mandatory, though of course one expects their composition to change during the course of the game.

Ex. Ninth Fleet, Attack Planet Caledon Fleet, Defend Mine Fleet, Decoy Fleet, etc. Force - A subset of ships and forces within the same fleet. A force is not mandatory, but forces must be tree hierarchical. Ships can only be at the leaves; forces may be either an internal node or leaf node (i.e. an empty force). Ex. Strike Force, Defense Force, Task Force, Reserve Force, etc. Collectively Fleets and Forces are referred to as Ship Groups.

Collectively Fleet Groups and Ship Groups are called War Groups.

Notice the symmetry break between Fronts / Divisions and Fleets / Forces. This is because we expect that players will want more exacting control on the tactical and combat windows than on the galaxy window.

Any process of changing group characteristics is called a Group Operation. Typical group operations might include merging, splitting, deletion, joining, transfers, renaming, etc. The last (n) group operations on a mandatory group should be undoable, modulo losses taken to the group.

There should also be a mechanism to search through groups and their associated subgroups according to various criteria. These criteria include: damage, heaviest ships, fastest ships, highest defense, all Strike Forces, ½ Repair Forces, etc. In fact, I would envision that fleets and divisions would be reorganized automatically according to this mechanism, i.e.

  1. Strike Force = Heaviest War Grade attackers in fleet, divided by standard weapon type
  2. Defense Force = Heaviest War Grade defenders in fleet, divided by standard defense type
  3. Main Force = Most of the remaining war grade ships + Task Force
  4. Reserve Force = All Remaining War grade ships
  5. Intel Force = All Information Grade ships
  6. Cargo Force = All Transport Grade ship + Supply Line Force
  7. Repair Force = All Platform Grade ships
  8. Relief Force = New arrivals + Reinforcements
  9. Transfer Force = Ships passing through this fleet / waiting to be transfered
  10. Special Force = All remaining ships / player specified
There will also be a quick way to split the same group into equal parts, i.e. take the Defense Force and make it into the First and Second Defense Forces. Similarly, there will be hotkeys for joining groups, as well as performing operations on a multiply selected set of groups (like issuing commands).

Example Property Grouping

Region - A set of sectors and territories, typically "close" to one another in a galactic sense. Regions are disjoint and mandatory, i.e. a sector or territory is contained in one and exactly one region at any given time (though they can be moved between regions). Ex. Council Of Worlds, Neutral Zone, Your Domain, etc. Sector - A subset of territories within the same region. A sector is not mandatory but must be disjoint, i.e. a territory can be contained in at most one sector. Ex. Free Worlds, Tributary Worlds, Govan Protectorate, Syrian Cluster, etc. Collectively Regions and Sectors are referred to as Territory Groups.

Territory - A set of holdings that must always be in physical proximity, i.e. they are contiguous on the galaxy and tactical screens. Territories are disjoint and mandatory, though of course one expects their composition to change during the course of the game.

Ex. Caledon System, Horse Nebulae, Magellanic Clouds, etc. Locale - A subset of holdings and locales within the same fleet. A locale is not mandatory, but locales must be tree hierarchical. Holdings can only be at the leaves; locales may be either an internal node or leaf node (i.e. an empty locale). Ex. Planet Caledon, Mining Operation, Black Hole GJ-576, Forward Starbase, etc. Collectively Territories and Locales are referred to as Holding Groups.

Collectively Territory Groups and Holding Groups are called Property Groups.

Global Prioritized Production Queue

Problem: Too much time in strategy games with a production mechanism is spent maintaining the producers.

Proposed Solution(s): Refine how production orders are issued to decrease player involvement while retaining player control.

Note that we should still have production characteristics on all individual producers, but which one produces what can be automatically decided. For example, supposing we want ten fighters produced and sent to Fleet X. The producers nearest X will begin production, factoring in transit time and other factors. A reasonable algorithm to do this still needs to be determined; it should include the concept of "time-forwarding", i.e. predicting where the production destination will be upon completion.

Extensible Prioritized Command Queues

Problem: In a time critical situation (like combat) we want to minimize the number of commands issued while maximizing the performance range and responsiveness of the fleet.

Proposed Solution: Associate a LIFO prioritized command queue with each group. Further allow the dynamic creation of new commands from other commands, beginning with a standard set.

The standard set of commands would come in two distinct flavors. The first type are objective commands, like

The second type of command would deal primarily with the ship formation:

A Command Example

Once again, let's work through this with an example. Suppose we had an escort mission where we wanted to protect a single cargo ship, and we expect that attacks will come from a forward position. We have a fleet of twenty reasonably equivalent ships, except for one with a sphere defense. We might do this:
 
First Strike Force (SFl) 
= 9 ships
Second Strike Force (SF2) 
= 7 ships
Defense Force (DF) 
= 5 ships + 1 sphere defender
Task Force (TF) 
= cargo ship (CS)
We would then issue an initial command set something like this:
 
SF1
<1> Preserve TF, Rear Ship Plane (centered on the CS)
SF2
<2> Guard TF, Forward Ship Plane (centered on the CS)
DF
<4> Protect TF, Ship Sphere (centered on the CS)
TF
<4> Move target point, Evasive
where <#> designates the command priority, higher numbers being more important. (As you have guessed, a command priority needs a higher rank to issue.) Note that a command vacancy has been left at <3>, to allow the issuing of a supercession command to both strike forces.

Suddenly an attack comes the front, call them EF1. We issue the whole fleet (WF) the command
 
WF
<1> Assault EF1, Engage
What happens? SF1 moves forward to intercept the oncoming attack, but all other groups stay in position, since they have higher priority conflicting orders. The battle is about even between SF1 and EF1 until the whole fleet comes into range. Now the forward SF2 attacks, since it can execute both the commands <2> Guard TF and <1> Assault EF1 simultaneously. EF1 is pinned between the two forces and is slowly destroyed.

Whenever an objective is achieved the command is removed from the queue. Thus, after EF1's destruction, <1> Assault EF1 disappears, and SF1 automatically resumes its position behind the CS, because <1> Preserve TF is still in effect. A reissue of the command is unnecessary.

Now two different squadrons flank the CS and attack, call them EF2 and EF3. We then issue the commands
 
WF
<1> Assault EF2, Engage
SF1
<2> Assault EF3, Engage
We didn't issue the last command to all the ships because then both strike forces would attack EF3, the most recent equivalent priority conflicting order taking precedence. In this case SF1 will help fight against EF2 after dispatching EF3.

We might have also issued
 
WF
<2> Assault EF2, Engage
SF1
<2> Assault EF3, Engage
which would have a similar effect. The main difference would be if EF2 and EF3 drifted near each other, SF1 would divide its firepower among them, since it has equal priority commands. In the former case it would focus its efforts on EF3, ignoring EF2, since the attack order has higher precedence. There will be a strict hierarchy among commands, when ambiguities like this can exist.

Note that commands can be countermanded by a) the issuing officer or b) any commanding officer.

Scripting

The extensible part comes from allowing players to create a sequence of commands in a script and rename it as a single command. This scripting mechanism should be highly visual and capitalize on already implemented features: namely, the group search mechanism and the prioritized command queue. There should also be a couple other quantities available. First, a heuristic for the overall strength of a ship (or ship group) should be representable as a single number (or at most a few). Second, the overall damage to a ship (or casualties to a group) should be measurable on the aforementioned scale.

All commands should be able to be countermanded, i.e. revoked midway during execution and consequently the group returns to its previous state. For the basic set of commands this should be quite easy to implement, but the scripting mechanism will have to be carefully constructed to allow a) the interruption of the script and b) the reverse countermanding of individual commands in the script (which might be scripts themselves).

The command scripts should also be able to take a variable number of inputs, which would depend on the script itself. For example, a script might say to move someplace, hold position for a length of time, and then engage an enemy group. This would need three sequential inputs: the nav destination, the hold time, and the target group. These should be entered when the script command is given. Note that a "prettification feature" would be to have customizable prompts for each input within the script, as well as custom messages relayed the notification log.

>> Examples of useful scripts. Reformation, movement, and attack.

Triggers and Conditionals

A more advanced feature would be trigger commands, i.e. execute a command when a condition is met. An example might be "Withdraw to Nav Pt alpha when 25% casualties have been taken. Retreat to Nav Pt beta when 50% casualties have been taken." Yet more advanced would be conditional commands, i.e. "Patrol Nav Region gamma. Engage enemy forces if Enemy Strength <= 1.5 Friendly Strength else (Countermand Patrol and Fast Move Nav Pt Delta)" These commands would be like any other, i.e. issueable directly to a group or useable within a command script.

While I think this would add a fantastic dimension to the game, it might be too involved to code on this first pass, to say nothing of complicating gameplay. The germ of the trigger idea is retained, but in the form of communication triggers (discussed below).

Galarchy Specific Ideas

Officers and Rank

A player encounters many different characters in a game. These range from world leaders to hapless civilians, from energy beings to rock creatures. Of particular interest to a player are the officers in his command. Each officer has a rank, experience points, and decorations (insignia, badges, citations, and medals). A leading officer (LO) is the highest rank, greatest experience, most decorated officer in a group (in that order). Commanding officers (CO) are a special type of superior officer (described below). The leading CO under a player's control on one side is called the Imperial Contender (IC).

Officers can gain rank in four ways:

Rank Chart

Rank Abbr
Scale
R0 Ensign Ens
0
 
R1 2nd Lieutenant SLt
1
 
R2 1st Lieutenant FLt
2
 
R3 Lt. Commander LtC
4
 
R4 Commander Cdr
8
 
R5 Captain Cap
16
 
R6 Commodore Cmr
32
 
R7 Rear-Admiral RAd
64
 
R8 Vice-Admiral VAd
128
 
R9 Admiral Adm
256
 

Officers in Gameplay

All officers (including the contender) on active duty are always stationed on a craft somewhere, in a station or on a ship. The can be automatically transferred between vessels, but only if they are a) not in combat and b) within galactic proximity (i.e. the same locale). They may also be transferred during combat, but this requires the use of a transport. An officer is assumed to be in command of any War grade vessel he is on, and no two officers will staff the same ship.

Officers staffing ships have several effects on gameplay. First and foremost, all War grade vessels have a desired rank, depending on their level of power. Any officer can run a ship, including the lowest rank "default Ensign" assumed present. Yet the vessel will perform better the higher the rank is above the ship rank, and worse the lower it is. Thus, while the player can build any ship at any time, it is only profitable when there are competent officers to staff it. Thus, officers should be assigned by order of contention to the most powerful ships in the fleet; there will be an automatic way of doing this. The ships staffed by the LO is called the flagship.

Furthermore, when the computer is controlling a combat each vessel fights at the level of its staff officer. In a flat out, no frills engagement between two equal forces, the side with the highest rank should win. (Of course, it is something of an open question how to make an AI sophisticated enough to do this; at this first pass I may just incorporate a bonus structure of some sort.)

Officers are susceptible to many things. They can be killed in battle, assassinated, kidnapped, captured, tortured, bribed, etc. They may also become inactive, periodically requesting vacation time, petitioning for leaves due to family emergencies, and occasionally retiring. Inactive officers form the Officer Reserve; those on duty are called the Active Service. Combined the Officer Reserve and the Active Service are called the Officer Pool.

The size of both the Officer Reserve and Active Service is limited by a subordinate constraint. Each leading officer can have no more than the sum of his scale in ranks beneath him at any one time (refer to this chart ). For example, a R5 Captain could lead at most (2) Cdrs, (4) LtCs, (8) SLts, and (16) FLts, in addition to an infinite number of Ensigns. The same number constraint applies to officers on inactive duty.

The imperial contender is a special character. The total Officer Pool is limited by his rank, and the rate of their "creation" is affected by his experience. This means that the quickest way to increase the Officer Pool is to consistently send the contender into combat. This carries the high risk of compromising the contender, but also the potential gain of more officers, and thus better ship performance in the fleet. (Note that the contender will always make it to a rescue skiff, even if his ship is unexpectedly destroyed. But if that skiff is fired upon...)

Several other game mechanisms are keyed to rank, such as available FoW scenarios, production, commands, etc. Each of these effects is described in the sections following. In particular, note the campaign backing linked to the IC under production.

Command Missions

Now suppose that a major objective needs to be accomplished; a hundred details need to be attended to in real time. To facilitate this process an R4 commanding officer (or above) can assign their subordinates (R3 or above) Command Missions, which are prioritized lists of related objectives. Once given a CM, an officer becomes a CO themselves, able to issue command missions to their subordinates; R3 forms a special case of COs unable to issue CMs. A CO is free to give a CM as any time. (Should they should only be able to issue CMs which will achieve their own CMs? Hmmm... think on this.)

A commanding officer may also be appointed to a war group to help him complete his objectives. An appointed CO must be superior to every officer within that group (not just their leader). An unappointed CO is free to commandeer the resources in the command of the superior CO which gave them their CM, though they can only issue orders to officers subordinate to them. The IC is consider a detached CO whose command is the entire side. Appointments are distinctly different from assignments. When assigned to a fleet an officer simply runs a vessel, and are otherwise useable at the discretion of their CO.

In network play, CMs will most often be given to other human players, with computer run officers forming the "leaf nodes". (Can the subordinate refuse? Perhaps we should have Change Mission requests...) I expect that Admirals to Captains will form the CO chain of command, with lesser ranks being auxiliary. Note that the successful completion of command objectives is the only way citations can be granted by superior officers to their subordinates.

Mission Reports

The vast majority of mission objectives fall into several well-classified categories, like attack this target, defend this region, etc. Furthermore, mission progress is likewise a mostly repetitive process. A large mechanism should exist to automatically generate reports and send them between officers. Each report should also have a customizable section, to cover alternatives / comments not in the standard hierarchy. (Make this personally extensible? Hmmm...) They should also automatically append other reports, such as those from subordinates, tactical data, group status, etc.

Reports fall into generic categories, which are described in terminology. They also have several characteristics of note. First, they can be classified to a certain rank, or unclassified. Classification is also used as a priority ordering for alerts. Second, reports can have attachments other than messages, such as films, etc. Mission Briefs typically have an attached film. Third, they can empower authorizations, which enable COs to issue specific types of orders. The two most important authorizations are appointments (enabling them to issue commands to a war group) and production limits (which give them a portion of the global production).

This latter deserves more explanation. Each CO can be given control of a portion of the total production by their CO (from the issuing officers portion). Thus, COs can individually manage their own fleets. This production limit is always stated as a percentage of total production, and can fluctuate depending on high-level reallocations. If a CO does not have any production, they cannot authorize production to a subordinate. These unauthorized officers must then issue production requests to have anything produced.

Several reports are automatically generated by the computer and sent to the appropriate people. For example, along with every final report of a CM, the computer appends a citation recommendation, based on the performance in completing mission objectives. Approval of these recommendations is the only way that citations can be granted. Similarly, the Fortunes of War offer opportunities to create new command missions, and these special missions allows the granting of medals.

Note that all communications contain location and tactical information, like point-of-origin, point-of-destination, etc. This means that an enemy who gets their hands on a report might have a significant strategic advantage, especially if it is from a covert operation... It also means that public transmissions are traceable. Be wary of taunting the enemy, unless he already knows where you are!

Priority and Triggers

There are