Hello fellow emperors and empresses ! I kind of hike over Steve's development space to start the discussion about space combat in Imperia. Steve and I have talked about it, tuned our visions and came to some broad lines. He also saw some photoshop mockups: time has come to engage the higher gear, as we shall start to work on the battles proper. For those who did not read some previous posts in the 'starships' thread (here), space combat in Imperia is not interactive: it happens too far away and you as an emperor do not command fleets directly. You appoint admirals, give them a set of general directives, and they choose which course of action they will take. Space combat is made up of two phases: the approach and the battle proper. We shall talk about the approach in another post, as it is being reworked. Here is a mockup of the battle-phase below: In the example above, two fleets under imperial command (one yours and one from your allies) are attacking a Kaozheng, a planet controlled by an enemy. Your admiral decided to split your forces in order to execute a pincer movement: this is shown in the top right little window: you can see there the status of your admiral: he seems in good spirits: he feels "daring" and his current plan is "pincer movement". As you can see to the left, nothing is known about the enemy commander, if there is one. So, your admiral chose to split the fleets: each fleet is shown with its separate window and status bar. You can immediately see its status, damage level, and its current set of orders. The orders most of the times follow what the admiral says, but sometimes the fleet will act on its own -when it is routed, for instance. As an example, the '3rd Squadron''s status is 'coordinated' and its orders are 'long range suppression': this fleet will remain at long range and harass enemy ships. The lower fleet is executing its flanking maneuver, but has already been under enemy fire: its status is 'confused'. It will have accuracy negative modifiers to its weapons. Near each ships you can spot some icons. Those are critical damages: ships can be stunned or hacked, can loose power or suffer engine failure. Repairs will take only a few turns, but meanwhile ships will be vulnerable. You might even spot some missile volleys, in the center: the numbers below are the missiles left in the volley. At the right bottom of the screen are the player controls, where you can fast-forward, rewind, pause or play the battle. The most observant of you will spot a weird icon and a strange menu below your admiral. I lied when I said you could not influence the battle: as your psy-powers increase, there might come a time when, with the knowledge of a man, you might influence its mind. Here, you may change the behavior of your admiral: you can change its stress level, induce calm or fear. [ This feature is experimental, I haven't talked to Steve about it yet, he will discover it here, hehe]. That's about it for the battles. What do you think ? P.