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General Admiral Rules

The following rules are common for all four types of admirals (parameters are marked as underlined):

Effectively, these set of rules allow you to have any ships built in the future being automatically put under the control of an Admiral, and perform the same tasks as all the other ships assigned to that Admiral!

Transport Admiral Rules

The Transport Admiral basically only offers one rule (parameters are marked as underlined):

The Transport Admiral will send the ship under its control to one of the specified source planets, load it with stationed military present on that planet, send that ship to one of the destination planets, and unload the optional crew there. After that the ship will return to the source planet, and the cycle will be repeated.

There is a set of optional rules, that allows to gain more control on how Stationed Military are transported back and forth between planets:

Optional Rules

Scout Admiral Rules

The Scout Admiral offers the following specialized rules (parameters are marked as underlined):

If the Scout Admiral is assigned to many ships, it will avoid sending ships to the same system. It will also try to send scout ships in different, opposing directions.

Assault Admiral Rules

The Assault Admiral offers the following specialized rules (parameters are marked as underlined):

Admiral rules are processed from top to bottom. The first attack target according to the rules that is available, will be attacked. Then the next one and so forth.

For example, suppose you wanted to set a rally point near an opponent’s planet and attack the planet once all ships have arrived. You achieve this by setting the following two rules in this order:

  1. “Set rally point at an arbitrary point in space, and start attacking when a specific percentage of assigned ships reach this rally point”
  2. “Attack specific planet(s)

Optional Rules

Defense Admiral Rules

The Defense Admiral offers the following specialized rules (parameters are marked as underlined):

Clustering Rules

Both the Assault and Defense Admiral offer a set of rules that make sure that all ships assigned to an admiral form a cluster, and all newly added ships try to follow and merge with that cluster.

You can choose if you want clustering enabled or not, and IF you do, you manually need to pick the lead-ship. The “Set Lead-Ship” rule enables clustering. It comes with two optional rules, that define what to do when the lead-ship gets lost (for what ever reason), and another rule that makes sure that once a cluster has formed around the lead-ship, the speed of the lead-ship is limited to the speed of the slowest ship in the cluster.

Basically the difference between clustering and non-clustering is that, if clustering is disabled, and you gave the admiral the rule to (for instance) “attack Planet A”, then all ships under control of the Admiral are sent to this planet with the attack order. Since they are treated as individual ships, they most likely will arrive at different times, making this a sub-optimal assault (unless you set a rally-point first and all ships have the same speed). If clustering is enabled (via “set lead-ship”), the only difference is that only the lead-ship will get the “attack planet A” order, and all other ships are ordered to follow the lead ship.

The same clustering/non-clustering distinction is made for all other rules, for instance for the “retreat” rule. If you order to retreat when the average ship-condition is below 50%, then this works in both cases: with clustering disabled, this rule checks the “health” of every individual ship, with clustering enabled this rule checks the health of all ships inside the cluster as a whole, and will retreat the entire cluster if the condition is met (besides that, the retreat rule will also check all ships that are not part of the cluster, and treat them as individual ships).

So here are the ship clustering rules:

Assault and Defense Admiral Rules