Most of what I want is more appropriate for a patch but they can add some interesting paid features like new ship classes and equipment and stuff.
Features:
Mostly I want to introduce stacking penalties like in Hearts of Iron 2-3 so that the player and AI actually splits up their fleet and supply lines based off of spaceports so you can't just make a beeline for the enemies home-world and the AI can't take you on a goose-chase all round your Empire to the sound of Benny Hill.
Ability to set fleet behavior like setting how many ships it can loose before automatically retreating or setting at what range they should keep their enemy at based on the weapons/strike craft in the fleet. Makes carrier-centric fleets feasible.
Admirals start as Commodores (1 star admirals) which have the strongest bonuses but suffer from stacking penalties (can command less ships optimally) the most and go up all the way to Fleet Admirals (5 star admirals) which have the weakest bonuses but suffer from stacking penalties the least. [Paid Feature] You can customize the names of these ranks.
The ability to create a chain of command by building ships and planetary buildings with flag bridges/headquarters. Having one in a fleet allows them to link up with either another fleet with a flag bridge or a planet with a flag HQ, with the leader with the higher rank being in command and passing down their bonuses.
For instance, fleet A commanded by commodore A can link up with fleet B commanded by rear admiral B. Rear admiral B would add their bonuses to commodore A's fleet. Fleet C commanded by commodore C could also link up with rear admiral B and receive the same bonus, but not receive any bonus from commodore A. Rear admiral B can take on as many commodores as he likes, but the stacking penalty from fleet A and C are added up and then halved. Since he directly commands fleet B, he suffers it's full stacking penalty. Ships with flag bridges do not contribute to the stacking penalty. Command ships have limited ranges to talk to each-other from, and so if fleet A or C get too far away from fleet B with the commanding rear admiral they loose their boni from him and any other officer higher up the chain. This is called command range and simulates the range which orders from the commanding officer can reach his subordinates in a timely manner.
Meanwhile, rear admiral B can be attached to admiral D who is stationed on a planetary HQ. Admiral D passes down his boni from him, to fleet B, to fleets A and C. He has his stacking penalties from attached fleets cut down to 1/4th from being in a planetary HQ and has a much MUCH longer command range. Admiral D is in turn attached to fleet admiral E who is stationed at your capital's Admiralty HQ and commands everything, passing down his bonuses, though heavily diluted, to everyone. The Admiralty HQ means he suffers no stacking penalties and has nearly unlimited command range within his empire.
Leader caps based off of population would also be good to support having multiple fleets, armies and command chains. Every fleet, planet and sector should have a leader (planetary leaders in sectors are automatically placed, of course)
Ground units can be customized as much as ships can with a HoI 4 like division builder with new components being made available through research. Know whats better than gene soldiers? Gene soldiers riding xeno cavalry.
Features:
Mostly I want to introduce stacking penalties like in Hearts of Iron 2-3 so that the player and AI actually splits up their fleet and supply lines based off of spaceports so you can't just make a beeline for the enemies home-world and the AI can't take you on a goose-chase all round your Empire to the sound of Benny Hill.
Ability to set fleet behavior like setting how many ships it can loose before automatically retreating or setting at what range they should keep their enemy at based on the weapons/strike craft in the fleet. Makes carrier-centric fleets feasible.
Admirals start as Commodores (1 star admirals) which have the strongest bonuses but suffer from stacking penalties (can command less ships optimally) the most and go up all the way to Fleet Admirals (5 star admirals) which have the weakest bonuses but suffer from stacking penalties the least. [Paid Feature] You can customize the names of these ranks.
The ability to create a chain of command by building ships and planetary buildings with flag bridges/headquarters. Having one in a fleet allows them to link up with either another fleet with a flag bridge or a planet with a flag HQ, with the leader with the higher rank being in command and passing down their bonuses.
For instance, fleet A commanded by commodore A can link up with fleet B commanded by rear admiral B. Rear admiral B would add their bonuses to commodore A's fleet. Fleet C commanded by commodore C could also link up with rear admiral B and receive the same bonus, but not receive any bonus from commodore A. Rear admiral B can take on as many commodores as he likes, but the stacking penalty from fleet A and C are added up and then halved. Since he directly commands fleet B, he suffers it's full stacking penalty. Ships with flag bridges do not contribute to the stacking penalty. Command ships have limited ranges to talk to each-other from, and so if fleet A or C get too far away from fleet B with the commanding rear admiral they loose their boni from him and any other officer higher up the chain. This is called command range and simulates the range which orders from the commanding officer can reach his subordinates in a timely manner.
Meanwhile, rear admiral B can be attached to admiral D who is stationed on a planetary HQ. Admiral D passes down his boni from him, to fleet B, to fleets A and C. He has his stacking penalties from attached fleets cut down to 1/4th from being in a planetary HQ and has a much MUCH longer command range. Admiral D is in turn attached to fleet admiral E who is stationed at your capital's Admiralty HQ and commands everything, passing down his bonuses, though heavily diluted, to everyone. The Admiralty HQ means he suffers no stacking penalties and has nearly unlimited command range within his empire.
Leader caps based off of population would also be good to support having multiple fleets, armies and command chains. Every fleet, planet and sector should have a leader (planetary leaders in sectors are automatically placed, of course)
Ground units can be customized as much as ships can with a HoI 4 like division builder with new components being made available through research. Know whats better than gene soldiers? Gene soldiers riding xeno cavalry.
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