It's for turn based strategy/4X space empire building game. The goal is to focus on strategic and operational level with removal/reduction of tactics and micromanagement.
In essence, you're doing the exact opposite from me? :P
* You define a squadron, which consist of units. You can have as many squadron types as you wish (these could be recon squadrons, battle, command, repair, long range, etc).
I actually like that idea. It fits your purpose.
I don't remember whether this was Sun Tzu or Marius that mentionned this, but squadrons are definitely what you want to have. Despite the fact each squadron isn't necessarily proficient in all situations, in the overall scheme of war, it will be the most efficient just because you'll always know what it can and can't do, and measure things in terms of amounts of squadrons you need.
Where I think it doesn't work is that you'll put all of these squadrons together in a flottilla rather than spread them around.
Pro players of RTS games (and I know you don't like this, but it remains a good example) tend to create these types of squadrons. They'll produce a certain set of units (in SC, you could see things such as 5 marines with a marauder for example) and group/ungroup squadrons as needed. That way, they can efficiently spread out or concentrate their forces whenever required because they've created a basic unit system (the squadron) which works efficiently for them. These players become oftentimes nearly unbeatable in conventionnal tactics.
* A fleet is the smallest formation that can be moved on the map. It consist of X flotillas (note that you have only one flotilla type, therefore all fleets are identical except size). You can have any number of fleets. All fleets over the same planet fight together as one (all flotillas summed). The number of flotillas in a battle adds to command burden and reduce efficiency (too big fleets get a penalty, therefore it's better to have a medium size fleet made of quality ships). The combat is done by your AI admirals (you can decide on "combat doctrine" which will affect how the AI use your units).
I'm a bit iffy with the single flottilla approach. In essence, your fleets would all be a function of how many flottilas they are comprised of. Why not simply make flottilas the base unit you can move around, and group them at will?
From my understanding, a fleet will be a particularly large unit.
I'm a bit turned off by the fact that all of your fleets will be identical in purpose, as it will simply remove your ability to bring up special forces and whatnot to surprise the enemy. If all of your fleets are short-ranged logistically efficient warbirds, it could really throw the enemy off if you come on the side with a long-ranged special forces which trades logistic efficient with added firepower (at the cost of having to return to base after striking for example).
- you don't manually build ships, these are auto build by your industry based on your defined squads composition. All you can do is decide which/how many factories are working for military.
That is consistent with your design. I like this too.
- there is no difference (distance wise) which factory built a ship since build ships are not moved anywhere but added to your reinforcement pool (which I don't know how should work yet)
Also consistent. This is an interesting abstraction of warfare, but we'll assume there are lower-grade military commands handling these micro-management operations and delivery on-time and on-budget.
- all fleet repairs/replacements/whatever is auto done and not concern of the player (again, no clued how yet)
Do you have to pay resources for the replacement though?
I know, it has holes... But what you think about this idea? Does it sound tasty?
It would potentially work for macro players. As you know, I'm not necessarily your target audience here, but one thing that strikes me as a potential issue is the fact your game only scales vertically (with fleets). Also, it feels like, once you've created your flottilla unit, it cannot be changed as there will be active fleets which would need to comply with this change.
If anything, I'd do this:
Merge flottila and fleet. Allow various different types. Retain the squadron approach as it really helps macro.
Thus, you could have:
1 Squadron meant for dogfighting comprised of several different ships (interceptors, mid-sized frigates, etc)
1 Squadron meant for frontal assault (larger battleships with shields and beams)
1 Squadron meant for support (freighters, repair ships, etc)
1 Squadron meant for long-range support (ships with long-range weaponry such as missiles, relatively undefended)
etc.
Then, a "conventionnal" fleet could be something like:
10 X dogfighting squadron
2 X frontal assault squadron
3 X support squadron
1 X long-range support squadron
*You'd have a lot of these fleets at the same time in-space, as they'd be your current version of an optimized fleet unit
But, you have the ability to tinker with different fleet compositions and see how they behave.
You could also have special forces or new conventional fleets in the works.
Example:
50 X dogfighting squadron
5 X long-range support squadron
*This fleet wouldn't be able to sustain long encounters, but the meatshield (dogfighting squadron) would allow your long-range support to deal very heavy damage to any fleet or planets it would encounter. Then, you'd have to turn your back and resupply to the nearest outpost, and lick your wounds (build new dogfighters).
or variations such as:
8 X dogfighting squadron
3 X frontal assault squadron
3 X support squadron
1 X long-range support squadron
*If you expect to counter a fleet with more capital ships and less sheer amount of ships
of
12 X dogfighting squadron
1 X frontal assault squadron
3 X support squadron
1 X long-range support squadron
*If you expect to face large amount of weaker ships
etc.