So for anyone interested, here is an in progress 'Fief Sheet' example: https://docs.google.com/spreadsheets/d/1q66ev4ENTeBKq1__AkJ9pDQXJy_iRMBtZhicSRGl4Vg/edit#gid=343899767
The 'System Overview' tab is something that would be visible for everyone and shows details of an individual solar system, the number in each 'square' is the Wealth Factor, an abstract combination of population, productivity, etc. This is basically static unless somebody uses Weapons of Mass Destruction upon a planet.
The 'Yellow Duchy' tab is the example made up fief, I have deliberately come up with a maximum complexity fief, this is an example of a 'continent fief', one PC controlling 1/3 to 1/4 of a planet with significant Wealth and some Industry.
Most of the values on this page are derived, the ones that a player could tweak are Tax Percentage and Lifestyle, Loyalty and Administrative Efficiency would in practise be altered by a character's +sheet. People would be able to spend 'Prestige' (social/political capital) to influence their own or other's Loyalty.
The Ground Forces and Space Forces tabs show what is currently a super laborious example of what might be a maxed out player's military, with a significant fleet and really substantial ground based army. I am very much looking at ways to simplify this, probably involving large numbers of troops amalgamating into larger formations (say, 5 'Brigades' of infantry each with 5x the stats instead of 25 separate Battalions, etc).
It should be noted that Training is a direct multiplier to unit stats, this 'Example fief' has ground army with some exceptionally capable formations but a mediocre navy outside of the flagship and some of the frigates. Most troops start off with 3 Training when created, it can then be raised either through spending or PCs with relevant skills using 'Strategic Actions' (you get 3 per OOC month / 3 IC months).
The Reference tab is where a lot of the other tabs pull their values from. Exciting stuff.
In 'action', each player would have limited read/write access to their own fief sheet, they would be able to adjust tax rates/lifestyle spending (with the effects taking place each 1 month OOC / 3 months IC strategic interval) and freely state where their military assets can be found when they are 'Available' (The Location column). If a unit is then committed to an action (Scouting, joining an expeditionary fleet, etc) or actively in combat then the location field would be locked to staff.
This kind of thing would probably be much more elegant using code and in game but frankly? I am a terrible coder but can do spreadsheets.
The system is definitely too complex right now but the current design goal is that any optimisations are deliberate, there are four types of spaceship and four types of ground troops (plus conscripts, not featured in this example. Their role is emergency fodder if you suffer a surface invasion), each is supposed to be the best at it's particular thing with the optimal strategy clearly signposted. On which note:
Corvettes – Best for patrolling and perhaps scouting.
Frigates – Mix between raiding, scouting and patrolling, whilst being expendable(ish)
Ship of the Line – Raw combat and troop transport capability, slow and cumbersome.
Cruiser – Raiding, also the best ship all around (but not cost effective, it is like half engine or something)
Ground Troops:
Armoured Battalions – Best surface combatants.
Infantry Battalions – Not as powerful as armoured units but able to participate in boarding actions and more efficient for occupation/control duties.
Shock Battalions – 2x the combat power and 4x the cost of infantry, barely better for occupation. Elite, high cost powered armour infantry. Not at all cost efficient.
Drop Company – ¼ the size of normal infantry formations (useful for transportation!) and able to literally jump from orbit. Special forces, bodyguards, planetary assault troops. So cool! These are cybernetically enhanced troops with extremely advanced powered armour. Also each company costs at least twice as much as an armoured battalion with about 1/3 the base combat power.
Note, the example Drop Commando companies are very highly trained leading to them being extremely potent, this is not the 'default', but if somebody invests in Drop Commandos they are also then likely to seriously invest in ensuring they are capable. The best drop commando company (Elite grade) is still inferior in a straight fight to a green armoured battalion – being outnumbered 4:1 against people with artillery and Space Tanks will do that!