Maybe I will post the simpliest model I have:
- You select Fleet A, then click "build 5 battlecruisers", it creates a "production order" for your shipyard
- Then you select Fleet B and click "build 2 destroyers", it creates a "production order" for your shipyard
- Next turn some of the new ships are produced and added to the Fleets that ordered these (these go to the fleet pool)
- The AI (for each Fleet) transfers all ships in the pool (that are not under repair, etc) to flotillas (equally)
Am I reading this correctly that: there is going to be fleet pool (for units that were ordered directly to given fleets), and flotilla pool which is distributed to flotillas through the automatical assignment per flotillas' priorities and this pool is filled automatically as shipyard produces the units?
That one is kind of troublesome to me... Not sure how to handle it. Let's say you build an invasion fleet and you need combat flotillas, but you also need invasion/bombarment flotillas that enter the battle later. Amd I'm not sure how to make it. The easiest would be to just make two separate fleets (combat fleet and invasion/bombardment fleet) that operate closely together.
But... it's so messy and unthematic... (like they do not share a fleet admiral, these are completely different) Ideally if within one fleet you could somehow designate that one flotilla is combat and one is bombardment (but how to do it without breaking completely the fully automatic ship assignements on flotilla level, I dunno)
Well, do you know Red Dragon game? There are three potential kind of forces- thieves, mages and army. There is strict order for using them but you don't need to constrain your forces like that. The important thing is that withing each force you are sending actions in wawes to weaken the defences or directly go for one strategic strike if you cannot afford defence destruction and there are various kind of attacks which requires different amount of attack/defence ratio and also lets say mancount.
To your game these three forces could be spies, aircraft fighters, and bombers
imho each unit should contain all three elements. Spies are like sensor it determines efficiency of energy spent, aircraft fighters are in fact representing defence/counter defence, bombers are representing potential to destroy buildings, land defences etc.
How should be spies played? So before invading planet your Inteligence would send or find a candidate or more. He would be playing sort of minigame expanding his contacts as a network. The larger the network higher the efficiency on resources he spends. The second part of spying game would be to get the resources to him. Some actions like laser localize spots for bombing could require not only generic resources but also an equipment. So if you would play your spies excellent you can for example confuse defences (blind target), so the aircraft fighters will stay at the hangars, and that you can start directly with a bombing and destroying the fighters using your bombers.
The important feature is to be able to set actions for each fleet/unit for spies and be able to separate them in turns, so that you can make logical process how to reach the goal, also being easy able to stack these actions into larger containers 1 or two levels higher so that they can be reused or broken down and modified would be for large scale game probably a must have...