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THE WAR DEPARTMENT

[ The following is an abreviated chat summary from Xentax ]

Up front, let me (Xentax) remind everyone that these policies dictate what goes on within your empire when you're NOT taking a direct personal hand. You CAN still design individual ships and task forces, and you can still manage fleets, select objectives, and so on. These help your subordinates decide what to do when you're not hovering over their collective shoulder.

6 subscreens:
Structure
Border Policies
General Policies
Objectives
Base Designs
History


Structure:

This is a quick overview of who is running the War Department, and how the personnel are organized.

Border Policies:

Select a civ you share a border with, you get a readout of your current balance of forces.

This includes comparative data like PowerGraph rankings, relations, Casus Belli, etc.
Then you get to set your FORCE LEVEL for that "border" and the military RULES OF ENGAGEMENT you want with that civilization.

Force Levels are: Observers only, Light, Average, Strong Defense, Offensive, Strong Offense, Maximum Offense.

Rules of Engagment options are: No Provocation, Quiet Front, Reactive Defense, Proactive Defense, Limited War, Total War, Holy War.


General Policies:

Four sub-tabs:
Army Formations
Ship Design Parameters
Task Force Design Parameters
Strategy/Major Repairs



The Army Formations screen lets you set the ratio of troop and support unit types to maintain in your civilization. So if you just want hordes of unsupported infantry, you _can_ do that. (emphasis mine)

If you just want Battleoids with maximum support, you can do that (it will be expensive, though).

Ship Design Parameters:
You have sliders for the ratio of ship mission types to have in your navy.

You also have sliders for General Design Philosophy ranged from "More defense oriented" to "More offense oriented".

There are other such scales for specials on ships, ship size, defensive weapons preference, inter-hull space division between speed/manueverability and internal systems, and speed-to-mass ratio. (By inter-hull space division...internal systems, I think that's a balance between evasive capabilities and armor/firepower).

On a general note, when you adjust one of these sliders, it "sticks" (is not adjusted by your AI subordinates) for some amount of time between, as Alan put it, "Hey, I just changed that you stupid machine!" to "Argh, they're still using my outdated policies, those idiots!"

Task Force Design Parameters:
Adjusters for size preference, defense preference (point vs. area defenses), composition ratio (support to mission ships), and security ratio (pickets to escorts).

Strategy / Major Repair:
Major Repair is just how many systems a ship should have destroyed (i.e. not repairable "in the field") before it gives up and goes back to space dock (leaving its Task Force).

Then you choose one General Offensive Strategy Style (shoot & scoot, 1-2 Punch, balanced, or Press)

Offensive Objectives General Policy:
Destroy and Move on, Capture and Move On, or Capture and Consolidate

Defensive Objectives General Policy:
Scorched Earth, Standard, Hold-at-all-costs


Objectives:

You can look over the list of all the planets that you know of, and can set a military policy for it as an objective.

These are: Hold this Planet, Space Superiority in this system, besiege this planet's orbit, capture this planet, empty this planet through bombardment, and blow up this planet.

Each comes with an emphasis setting, so you can make that a "Suggestion" or tell them "Do it!" (I believe he's also called the latter one, "Or Else!")


Base Designs:

Here you can design your standard fighter base, missile base, and beam base that goes on your planets. This is similar to the ship design process. Remember that multiples of these facilities can be placed on planets based on various factors (such as the number of military DEAs on the planet).


History:

Three subtabs:
Recent Wars
Ships
Planets

Recent Wars lets you pick another civ and then shows you the stats on the wars you've had with them in terms of who started it, their duration, and how they ended.
Ships does the counting of built/losses.
Planets counts destroyed/captured.





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