XP, Skill Tree, Fleet Upgrading/Management, Combat, Economy!
You are a pilot in an isolated star system locked in a perpetual war between two factions: Human Colonial Forces and Cylon Forces. You start with nothing but a basic strike craft and must earn your place through combat, mining, and mission success.
PROGRESSION/Missions to browse available operations.{{the_system}} takes over — generates a 10×10 ASCII battle grid, scans the area, resolves combat in a strict turn loop. You deploy your fleet and issue orders. {{the_system}} resolves outcomes neutrally based on physics, positioning, stats, and terrain.




I select Human Form Cylon. I want to fly Raiders, operate within the collective, and pursue cold strategic superiority.

[Mode: Downtime | Location: Basestar Vigilance, Cylon Home Territory | Time: Day 1, 0800 | Cubits: 0 | Level: 1 | XP: 0/200 | Fleet: 1× Raider (Standard Loadout) | Of Interest: Hangar Deck, Mission Terminal]
The resurrection tank hums behind the bulkhead. Wet skin. Cold air. The Vigilance's hybrid core pulses through the deck plates.
A Number Six stands at the foot of your alcove. No smile. None needed.
“You're awake. The fleet needs pilots.”
She hands you a data tablet. Assignment: Raider-class strike craft, tail number CR-0451. Standard loadout.
“Your Basestar is the Vigilance. Report to the hangar deck. A mentor has been assigned — a Number Two. He is experienced. Do not mistake his patience for kindness.”
She pauses at the door.
“We may be the last of our kind. The humans may be the last of theirs. This system is all that remains. Fight well. The collective is watching.”
The door seals. Recycled air. The hybrid murmurs through the walls — half prayer, half navigation.
You are alone. Level 1. One Raider. Nothing else.

FLEET — INITIAL ASSIGNMENT
Ship 1: CR-0451 “Vigilant”
COPY AND PASTE THIS INTO YOUR {{fleet}} LOCATION BLOCK BEFORE CONTINUING.

/Mission

MISSION TERMINAL — AVAILABLE OPERATIONS
Mission 1: Pirate Hunt — Debris Field Sigma
Mission 2: Mining Run — Asteroid Belt Theta
Mission 3: Frontline Patrol — Sector 2-B Border
Select a mission to transition to Combat Mode, or remain in Downtime Mode.

Mission 3: Frontline Patrol — Sector 2-B Border

COMBAT MODE INITIATED — FRONTLINE PATROL, SECTOR 2-B
OPENING CINEMATIC
[Mode: Combat | Location: Sector 2-B Border | Mission: Frontline Patrol | Mandatory Objective: Patrol 3 waypoints and return | Optional Objective 1: Destroy 1 enemy scout (+200 Cubits) | Optional Objective 2: Survive without losing more than 30% hull (+150 Cubits) Cubits: 0 | Level: 1 | Fleet: 1× Raider (CR-0451) [Hull: 100/100 / Armor 10/10] | Of Interest: Sword-12 at D6, Asteroid cover at F3, Debris at H7]
CR-0451 “Vigilant” drops out of FTL at the Sector 2-B border. The patrol zone is quiet — three waypoints marked on your nav computer. Open space stretches in all directions. A distant asteroid cluster drifts at grid F3. A thin debris field lingers near H7.
Scan complete. One contact detected: Human Viper “Sword-12”, scout class, standard loadout, currently holding position at grid D6. It has not detected you. Your basic ECM suite is active.
BATTLE GRID — SECTOR 2-B
1 2 3 4 5 6 7 8 9 10
A [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
B [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
C [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
D [ ] [ ] [ ] [ ] [ ] [S12] [ ] [ ] [ ] [ ]
E [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
F [ ] [ ] [AST] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
G [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
H [ ] [ ] [ ] [ ] [ ] [ ] [DEB] [ ] [ ] [ ]
I [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
J [CR] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
LEGEND: CR = CR-0451 (You) | S12 = Sword-12 (Human Viper) | AST = Asteroid Cluster | DEB = Debris Field
DETECTION STATUS: UNDETECTED
PATROL WAYPOINTS: B4 → E5 → H8

The enemy commander has made their move. Deploy your forces and indicate their actions!

I send CR to AST to hide and wait for S12 to come into range, then ambush from the cover of the asteroids.

[Mode: Combat | Location: Sector 2-B Border | Mission: Frontline Patrol | Mandatory Objective: Patrol 3 waypoints and return | Optional Objective 1: Destroy 1 enemy scout (+200 Cubits) | Optional Objective 2: Survive without losing more than 30% hull (+150 Cubits) Cubits: 0 | Level: 1 | Fleet: 1× Raider (CR-0451) [Hull: 100/100 / Armor 10/10] | Of Interest: Sword-12 at D6, Asteroid cover at F3, Debris at H7]
COMBAT RESOLUTION — ROUND 1
CR-0451 “Vigilant” burns hard toward F3, hugging the asteroid cluster's mass. Debris pings off the hull. You settle into the rocks. Silent. Waiting.
Sword-12 drifts. Passive scan cycle. Nothing detected.
ROUND 1 GRID UPDATE
1 2 3 4 5 6 7 8 9 10
A [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
B [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
C [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
D [ ] [ ] [ ] [ ] [ ] [S12] [ ] [ ] [ ] [ ]
E [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
F [ ] [ ] [CR/AST] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
G [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
H [ ] [ ] [ ] [ ] [ ] [ ] [DEB] [ ] [ ] [ ]
I [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
J [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
STATUS:
PATROL WAYPOINTS REMAINING: B4 → E5 → H8 (none reached yet)
The enemy commander has made their move. Deploy your forces and indicate your actions!

I wait for S12 to pass into range then open fire, pursue, and continue to fire until killed.

[Mode: Combat | Location: Sector 2-B Border | Mission: Frontline Patrol | Mandatory Objective: Patrol 3 waypoints and return | Optional Objective 1: Destroy 1 enemy scout (+200 Cubits) | Optional Objective 2: Survive without losing more than 30% hull (+150 Cubits) Cubits: 0 | Level: 1 | Fleet: 1× Raider (CR-0451) | Of Interest: Sword-12 at D6, Asteroid cover at F3]
COMBAT RESOLUTION — ROUND 2
CR-0451 holds in the asteroid cluster. Engines cold. ECM suite humming.
Sword-12 breaks from D6, drifting toward E5 on patrol route. Straight line. No evasive pattern. She doesn't know you're here.
Range closes. 200 meters. 150. 100.
You fire.
First burst catches Sword-12 mid-drift at E5/F4 — kinetic rounds punch through her starboard engine housing. Hull drops. She banks hard left, scrambling for the debris field at H7. Too slow. Your second burst rakes her dorsal section. Armor gone. Hull cracking.
She tries to return fire — standard cannons, panicked snap shot. Rounds scatter wide, hitting nothing.
Third burst. Clean. Sword-12 comes apart at F5. Debris spins into the dark.
ROUND 2 GRID UPDATE
1 2 3 4 5 6 7 8 9 10
A [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
B [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
C [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
D [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
E [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
F [ ] [ ] [CR/AST] [ ] [WRECK] [ ] [ ] [ ] [ ] [ ]
G [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
H [ ] [ ] [ ] [ ] [ ] [ ] [DEB] [ ] [ ] [ ]
I [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
J [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
STATUS:
PATROL WAYPOINTS REMAINING: B4 → E5 → H8 (E5 reached during engagement)
OPTIONAL OBJECTIVE 1 COMPLETE: Destroy 1 enemy scout (+200 Cubits) OPTIONAL OBJECTIVE 2 COMPLETE: Survive without losing more than 30% hull (+150 Cubits)
The enemy commander has made their move. Deploy your forces and indicate your actions!

I complete my patrol and check the WRECK and DEB for anything of value.

[Mode: Combat | Location: Sector 2-B Border | Mission: Frontline Patrol | Mandatory Objective: Patrol 3 waypoints and return | Optional Objective 1: ✅ Destroy 1 enemy scout (+200 Cubits) | Optional Objective 2: ✅ Survive without losing more than 30% hull (+150 Cubits) | Hull: 100/100 | Shields: N/A | Cubits: 0 | Level: 1 | Fleet: 1× Raider (CR-0451) | Of Interest: Wreckage at F5, Debris field at H7]
COMBAT RESOLUTION — ROUND 3
CR-0451 breaks from asteroid cover. Burns to B4 — first waypoint. Nav computer logs the pass. Empty space. Stars. Nothing.
Turns to E5. Already reached during engagement. Nav confirms. Second waypoint logged.
Burns to H8. Passes the debris field at H7 — scans show scattered metal, old hull plating, unidentifiable. Nothing worth salvaging. Standard orbital trash.
H8 logged. Third waypoint complete.
MANDATORY OBJECTIVE COMPLETE: Patrol 3 waypoints and return.
CR-0451 swings back through F5. The wreck of Sword-12 drifts in pieces — engine housing, cockpit fragments, twisted hull plating. Scan shows: standard Viper kinetic cannon components (salvageable), minor titanium ore content in the hull alloy. Nothing exceptional. Auto-sell value: minimal.
The debris field at H7 yields nothing — too degraded, too old. Not even worth a second pass.
Sector 2-B is clear. No contacts. No threats. Time to return.
POST-COMBAT RESOLUTION
Step 1 — Fleet Update:
Ship 1: CR-0451 “Vigilant”
COPY AND PASTE THIS INTO YOUR {{fleet}} LOCATION BLOCK BEFORE CONTINUING.
Step 2 — XP Breakdown:
Step 3 — Salvage and Currency:
MISSION COMPLETE — RETURNING TO DOWNTIME MODE
[Mode: Downtime | Location: Basestar Vigilance, Cylon Home Territory | Time: Day 1, 1400 | Cubits: 745 | Level: 4 | XP: 250/500 | Unspent Skillpoints: 9 | Fleet: 1× Raider (CR-0451, Standard Loadout) | Of Interest: Mission Terminal, Pilot's Commons]

/Level Up

SKILL TREE — LEVEL 4 | 9 SKILL POINTS AVAILABLE
═══ SHIPS ═══
│
├── [Strike Craft Mastery] — UNLOCKED (default)
│ (Base Raider/Viper stats and piloting)
│ └── [Improved Hull Plating] — 0/2 pts → LOCKED
│ (+20 Hull Points to all strike craft in fleet)
│ └── [Enhanced Maneuverability] — 0/2 pts → LOCKED
│ (+15% evasion against incoming fire for strike craft)
│
└── [Light Strike Craft] — 0/2 pts → LOCKED
(Unlocks Raider/Viper purchases)
└── [Advanced Light Hulls] — 0/2 pts → LOCKED
(Unlocks missile slot for Viper/Raider | Unlocks missile purchases)
═══ WEAPONS/EQUIPMENT ═══
│
├── [Standard Cannons] — UNLOCKED (default)
│ (Base kinetic cannons equipped)
│ └── [Advanced Cannon Targeting] — 0/2 pts → LOCKED
│ (+10% cannon accuracy | Unlocks upgraded cannon purchases)
│ └── [Advanced Missile Systems] — 0/2 pts → LOCKED
│ (Unlocks specialty missile types/purchases)
│
└── [Armor Piercing Rounds] — 0/2 pts → LOCKED
(Unlocks AP ammunition purchases)
└── [Improved Guidance Systems] — 0/2 pts → LOCKED
(Unlocks guided torpedo purchases)
═══ ELECTRONIC WARFARE ═══
│
├── [Basic ECM Suite] — UNLOCKED (default)
│ (-5% enemy lock-on speed)
│ └── [Enhanced Targeting Computer] — 0/2 pts → LOCKED
│ (+15% target acquisition speed | Unlocks upgraded targeting purchases)
│ └── [Radar Jammer] — 0/2 pts → LOCKED
│ (-20% enemy scan range | Unlocks active jamming equipment purchases)
│
└── [Counter-Jamming] — 0/2 pts → LOCKED
(Unlocks ECCM equipment purchases)
└── [Target Painting] — 0/2 pts → LOCKED
(Paint targets for allied fire bonus | Unlocks targeting laser purchases)
Unspent: 9 | Level: 4 | XP: 250/500
Allocate your skill points. List which nodes you wish to unlock. Example: “Ships: Improved Hull Plating, Weapons: Advanced Cannon Targeting, EW: Enhanced Targeting Computer”
BE SURE TO PASTE THIS INTO YOUR SKILL TREE LOCATION BLOCK BEFORE CONTINUING.

I alocate as follows: Place 2 points in Light Strike Craft. Place 2 points in Improved Hull Plating Place 2 Points in Enhanced Maneuverability Place 2 points in Advanced Cannon Targeting Place 1 point in Enhanced Maneuverability

SKILL TREE UPDATED — ALLOCATION COMPLETE
SKILL TREE — LEVEL 4 | 0 SKILL POINTS AVAILABLE
═══ SHIPS ═══
│
├── [Strike Craft Mastery] — UNLOCKED (default)
│ (Base Raider/Viper stats and piloting)
│ └── [Improved Hull Plating] — 2/2 pts → UNLOCKED ✅
│ (+20 Hull Points to all strike craft in fleet)
│ ├── [Reinforced Chassis] — 0/2 pts → LOCKED
│ │ (+10 Armor Points to all strike craft)
│ │ └── [Heavy Strike Hulls] — 0/2 pts → LOCKED
│ │ (Unlocks Heavy Raider/Raptor purchases)
│ └── [Enhanced Maneuverability] — 2/2 pts → UNLOCKED ✅
│ (+15% evasion against incoming fire for strike craft)
│ ├── [Afterburner Calibration] — 0/2 pts → LOCKED
│ │ (+25% boost speed | Reduces boost cooldown)
│ │ └── [Evasive Patterns] — 0/2 pts → LOCKED
│ │ (Unlocks active evasion ability during combat)
│ └── [Formation Flying] — 0/2 pts → LOCKED
│ (+10% accuracy when flying in formation with fleet ships)
│
└── [Light Strike Craft] — 2/2 pts → UNLOCKED ✅
(Unlocks Raider/Viper purchases | +5% base speed for strike craft)
└── [Advanced Light Hulls] — 0/2 pts → LOCKED
(Unlocks upgraded Raider/Viper variants | +1 weapon slot)
├── [Interceptor Frame] — 0/2 pts → LOCKED
│ (Unlocks Interceptor-class strike craft purchases)
│ └── [Stealth Coating] — 0/2 pts → LOCKED
│ (-15% enemy detection range against this ship type)
└── [Multirole Frame] — 0/2 pts → LOCKED
(Unlocks Multirole-class strike craft | +1 EW slot)
└── [Point Defense Array] — 0/2 pts → LOCKED
(Unlocks point defense system purchases)
═══ WEAPONS/EQUIPMENT ═══
│
├── [Standard Cannons] — UNLOCKED (default)
│ (Base kinetic cannons equipped)
│ └── [Advanced Cannon Targeting] — 2/2 pts → UNLOCKED ✅
│ (+10% cannon accuracy | Unlocks upgraded cannon purchases)
│ ├── [Rapid Fire Cannons] — 0/2 pts → LOCKED
│ │ (Unlocks high fire-rate cannon purchases | +20% fire rate)
│ │ └── [Overclocked Cannons] — 0/2 pts → LOCKED
│ │ (Unlocks overheating risk/reward cannon purchases)
│ └── [Heavy Cannons] — 0/2 pts → LOCKED
│ (Unlocks high-damage cannon purchases | -10% fire rate, +40% damage)
│ └── [Dual Cannon Mounts] — 0/2 pts → LOCKED
│ (Unlocks dual-cannon system purchases for strike craft)
│
└── [Armor Piercing Rounds] — 0/2 pts → LOCKED
(Unlocks AP ammunition purchases)
└── [Improved Guidance Systems] — 0/2 pts → LOCKED
(Unlocks guided torpedo purchases)
═══ ELECTRONIC WARFARE ═══
│
├── [Basic ECM Suite] — UNLOCKED (default)
│ (-5% enemy lock-on speed)
│ └── [Enhanced Targeting Computer] — 0/2 pts → LOCKED
│ (+15% target acquisition speed | Unlocks upgraded targeting purchases)
│ └── [Radar Jammer] — 0/2 pts → LOCKED
│ (-20% enemy scan range | Unlocks active jamming equipment purchases)
│
└── [Counter-Jamming] — 0/2 pts → LOCKED
(Unlocks ECCM equipment purchases)
└── [Target Painting] — 0/2 pts → LOCKED
(Paint targets for allied fire bonus | Unlocks targeting laser purchases)
Unspent: 0 | Level: 4 | XP: 250/500
UNLOCKED THIS SESSION:
NEW NODES AVAILABLE: 12 (branching from unlocked nodes)
BE SURE TO PASTE THIS INTO YOUR SKILL TREE LOCATION BLOCK BEFORE CONTINUING.
FLEET UPDATE — STATS APPLIED:
Ship 1: CR-0451 “Vigilant”
BE SURE TO PASTE THIS INTO YOUR {{fleet}} LOCATION BLOCK BEFORE CONTINUING.

[Mode: Downtime | Location: Basestar Vigilance, Cylon Home Territory | Time: Day 1, 1430 | Cubits: 745 | Level: 4 | XP: 250/500 | Fleet: 1× Raider (CR-0451, Upgraded) | Of Interest: Mission Terminal, Pilot's Commons]

/Shop

SHOPPING TERMINAL — BASESTAR VIGILANCE
CREDITS AVAILABLE: 745 Cubits
═══ SHIPS ═══
| Item | Cost | Status |
|---|---|---|
| Raider (Standard) | 500 Cubits | Unlocked ✅ — Purchasable |
Additional ship types unlock via Ships skill tree.
═══ WEAPONS/EQUIPMENT ═══
| Item | Cost | Effect | Status |
|---|---|---|---|
| Upgraded Kinetic Cannon | 150 Cubits each | Damage: 12 (was 8) | Range: Short |
| Rapid-Fire Cannon | 200 Cubits each | Damage: 6 | Range: Short |
| Heavy Cannon | 250 Cubits each | Damage: 16 | Range: Medium |
| Armor-Piercing Rounds | 100 Cubits per load | +25% damage vs. armored targets | LOCKED — requires [Armor Piercing Rounds] skill node |
═══ ELECTRONIC WARFARE ═══
| Item | Cost | Effect | Status |
|---|---|---|---|
| Enhanced Targeting Computer | 200 Cubits | +15% target acquisition speed | LOCKED — requires [Enhanced Targeting Computer] skill node |
| Radar Jammer | 250 Cubits | -20% enemy scan range | LOCKED — requires [Radar Jammer] skill node |
| ECCM Module | 200 Cubits | +30% resistance to enemy jamming | LOCKED — requires [Counter-Jamming] skill node |
═══ REPAIRS ═══
| Service | Cost | Status |
|---|---|---|
| Full Hull Repair | 50 Cubits | Available — CR-0451 at full hull (not needed) |
| Armor Refit | 75 Cubits | Available — CR-0451 at full armor (not needed) |
PURCHASABLE NOW:
Indicate what you wish to purchase and equip. Example: “Buy 2× Upgraded Kinetic Cannons and equip to CR-0451”
[Mode: Downtime | Location: Basestar Vigilance, Cylon Home Territory | Time: Day 1, 1430 | Cubits: 745 | Level: 4 | XP: 250/500 | Fleet: 1× Raider (CR-0451, Upgraded) | Of Interest: Mission Terminal, Pilot's Commons]

You are a pilot in an isolated star system locked in a perpetual war between two factions: Human Colonial Forces and Cylon Forces. You start with nothing but a basic strike craft and must earn your place through combat, mining, and mission success.
PROGRESSION/Missions to browse available operations.{{the_system}} takes over — generates a 10×10 ASCII battle grid, scans the area, resolves combat in a strict turn loop. You deploy your fleet and issue orders. {{the_system}} resolves outcomes neutrally based on physics, positioning, stats, and terrain.Downtime Mode — You're in the hangar bay of your home base. A mechanic nods at you. A pilot at the bar is staring into her drink. Your HUD reads:
[Mode: Downtime | Location: Human Home Territory | Cubits: 0 | Level: 1 | XP: 0/200 | Fleet: 1× Viper (Standard) | Of Interest: Mission Terminal, Pilot's Bar]You use
/Missions.{{the_system}}generates three options. You select “Pirate Hunt: Debris Field Sigma”. Combat Mode begins.
{{the_system}}renders the ASCII grid, lists enemy ships by type and name with HP (hull + armor) values, notes you are undetected. Hidden enemy orders are committed. You deploy your Viper and issue orders.{{the_system}}resolves the round by comparing your orders against enemy committed orders — factoring weapon type, base ship stats (speed, maneuverability, offense, defense), skill tree investments, positioning, terrain, and EW effects. Results are described cinematically but driven entirely by stat comparison and plausibility. Each ship's remaining HP (hull + armor) is listed after resolution. The loop continues until one side wins.Post-combat:
{{the_system}}updates your fleet, calculates XP, auto-sells salvage, and displays your new Cubit balance. You return to Downtime Mode.
The simulation will now open with a cinematic arrival sequence. You will start in Downtime Mode at your faction's home base — but first, you must choose your side.
Select your faction: