/ doc / tutorials / tutorial_first_voyage.org
tutorial_first_voyage.org
  1  #+title: Tutorial: Your First Voyage in VII Legio
  2  #+author: Xavier Brinon
  3  #+date: [2026-04-15]
  4  #+setupfile: ../setup.org
  5  #+html_head: <link rel="stylesheet" type="text/css" href="../assets/vii-legio.css">
  6  #+startup: indent
  7  
  8  * What You Will Learn
  9  
 10  By the end of this tutorial, you will have played a complete game of VII
 11  Legio — from naming your commander to completing your first mission and
 12  interpreting the results. You will understand:
 13  
 14  - How to set up a new game and choose a vessel
 15  - How to rig your ship within a container budget
 16  - How to read the galaxy map and travel to a planet
 17  - How to choose a landing attitude and execute a mission
 18  - How to read the operative tables and understand your results
 19  
 20  * Prerequisites
 21  
 22  - The VII Legio app running (=npx expo start --web= or on a device)
 23  - No prior knowledge of the game required
 24  
 25  * Step 1: Start a New Mission
 26  
 27  ** Context
 28  
 29  *Problem:* The game presents you with a commander name, a vessel selection
 30  screen, and four ship classes with different stats. Without guidance, you
 31  do not know which ship to pick or what the numbers mean.
 32  
 33  *How this step solves it:* We pick the simplest ship (FROMBOLA) so you can
 34  learn the mechanics without being overwhelmed by a large container budget.
 35  
 36  - No alternative ships :: GLADIUM, SPATHA, and HASTA have more containers
 37    and more slots, but more choices means more ways to build a bad ship on
 38    your first try.
 39  - Skip setup, load a save :: Possible, but you would miss understanding
 40    the rigging phase, which is where the game's strategic depth begins.
 41  
 42  *Why this approach:* FROMBOLA has only 10 containers. The small budget
 43  forces clear trade-offs and makes the consequences of each choice visible.
 44  
 45  *Future improvements:*
 46  
 47  - After this tutorial, try GLADIUM (18 containers) for more flexibility
 48  - The [[file:../teaching/teaching_ship_rigging.org][Teaching: Ship Rigging Strategy]] doc explores advanced loadout design
 49  
 50  Launch the app. On the main menu, tap *NEW MISSION*.
 51  
 52  Enter a commander name (or keep the default "DECURIA"), then select
 53  *FROMBOLA* from the vessel list.
 54  
 55  #+begin_example
 56  ┌─────────────────────────────────┐
 57  │       NEW MISSION               │
 58  │                                 │
 59  │  Commander: DECURIA             │
 60  │                                 │
 61  │  Select vessel:                 │
 62  │  ► FROMBOLA  (10 containers)    │
 63  │    GLADIUM   (18 containers)    │
 64  │    SPATHA    (19 containers)    │
 65  │    HASTA     (21 containers)    │
 66  │                                 │
 67  │         [PROCEED]               │
 68  └─────────────────────────────────┘
 69  #+end_example
 70  
 71  You will notice the container count next to each ship. This is your total
 72  budget — every piece of equipment costs containers, and you cannot exceed
 73  this limit.
 74  
 75  #+begin_example
 76  ✓ You have created Commander DECURIA aboard the FROMBOLA.
 77    Your rank is Decurion. You need 12 points to reach Centurion.
 78  #+end_example
 79  
 80  * Step 2: Rig Your Ship
 81  
 82  ** Context
 83  
 84  *Problem:* The rigging screen shows five tabs (CREW, WEAPONS, SYSTEMS,
 85  MODULES, OFFICERS) with sliders and numbers. Without understanding what
 86  each component does, you cannot make informed allocation decisions.
 87  
 88  *How this step solves it:* We build a specific starter loadout: balanced
 89  enough to survive, with clear reasoning for each choice.
 90  
 91  - All-weapons build :: Maximises F.C. (combat power) but leaves you with
 92    minimal fuel range and no radar — you cannot see or reach distant planets.
 93  - All-defense build :: Maximum shields and crew, but low F.C. means you
 94    lose most combats and earn no points.
 95  - Random allocation :: Works sometimes, but you will not understand /why/
 96    things went right or wrong.
 97  
 98  *Why this approach:* This balanced build covers the basics: enough crew to
 99  survive losses, enough weapons to win a fight, enough fuel to reach a few
100  planets, and radar to see where you are going.
101  
102  *Future improvements:*
103  
104  - After a few games, specialise your loadout for specific mission types
105  - See [[file:../teaching/teaching_ship_rigging.org][Teaching: Ship Rigging Strategy]] for advanced builds
106  
107  The FROMBOLA has 10 containers and these slot ranges:
108  
109  | Slot     | Min | Max | Cost each |
110  |----------+-----+-----+-----------|
111  | Crew     |   1 |   3 | 1         |
112  | Shields  |   1 |   3 | 1         |
113  | Radars   |   1 |   2 | 1         |
114  | Laser    |   0 |   2 | 1         |
115  | HO-1     |   0 |   1 | 2         |
116  | SIL-12   |   0 |   1 | 2         |
117  | Fuel     |   1 |   2 | 1         |
118  | Modules  |   0 |   2 | 3         |
119  | Officers |   0 |   1 | 0         |
120  
121  Build this starter loadout across the five tabs:
122  
123  | Component         | Count | Cost | Reason                         |
124  |-------------------+-------+------+--------------------------------|
125  | Crew              |     2 |    2 | Buffer against losses           |
126  | Shields           |     2 |    2 | Absorbs counter-attack damage   |
127  | Radar             |     1 |    1 | See nearby planets              |
128  | Laser ZIP-3       |     2 |    2 | F.C. +4 (your main offense)     |
129  | J.NA Fuel tank    |     2 |    2 | 30 parsec range                 |
130  | Specialist        |     1 |    0 | Pick Combat Tactician (+2 F.C.) |
131  | *Total*           |       |   *9* | 1 container spare              |
132  
133  Set each value using the sliders in the corresponding tab. The live
134  preview at the bottom updates as you allocate:
135  
136  #+begin_example
137    F.C. ATK: 8    Shields: 4 def    Fuel: 30 pc
138    Radar: 1 pc    Containers: 9/10
139  
140    [LAUNCH]
141  #+end_example
142  
143  Your F.C. breakdown: Crew (2 × 1 = 2) + Lasers (2 × 2 = 4) + Tactician
144  (+2) = *8 F.C.*
145  
146  When satisfied, tap *LAUNCH*.
147  
148  #+begin_example
149  ✓ The FROMBOLA is rigged and launched.
150    F.C. 8, 2 shields, 30 pc fuel, 1 pc radar range.
151    You are at BASE (0, 0).
152  #+end_example
153  
154  * Step 3: Read the Galaxy Map
155  
156  ** Context
157  
158  *Problem:* The MAP tab shows scattered dots on a grid with coordinates,
159  but you do not know what the dots represent, which ones you can reach, or
160  which ones are worth visiting.
161  
162  *How this step solves it:* We explain the three pieces of information
163  visible on the map: planet positions, fuel range, and radar range.
164  
165  - Explore blindly :: You could tap random planets, but you might waste
166    fuel on unreachable targets or miss high-value planets nearby.
167  - Read all the planet data first :: The game reveals planet details only
168    when you approach — you cannot plan a full route upfront.
169  
170  *Why this approach:* Understanding the map's visual indicators lets you
171  make informed travel decisions without needing full planet data.
172  
173  *Future improvements:*
174  
175  - With more radar installations, your detection range expands and you see
176    more planet details before committing to travel
177  
178  On the MAP tab, you see:
179  
180  #+begin_example
181            · · ·           · ·
182          ·       ·       ·
183        · ·    [P3]  · [P5]
184      ·      ·       ·       ·
185    [P1]  ·    [BASE]    ·  [P4]
186      ·      ·       ·
187        ·  [P2]  · ·
188          ·       ·
189            · · ·
190  #+end_example
191  
192  - *BASE* (0, 0) is your starting position
193  - *[P1], [P2]...* are planets — tap one to see its distance
194  - The /highlighted ring/ shows your fuel range (30 pc with 2 tanks)
195  - The /inner ring/ shows your radar range (what you can detect)
196  
197  Tap a planet within fuel range. The info panel shows:
198  
199  #+begin_example
200    Planet: NOVA-7
201    Type: Tellus
202    Distance: 8 pc
203    Fuel cost: 8
204    Life: Unknown (outside radar range)
205  #+end_example
206  
207  Planets within radar range show additional information (life forms, alien
208  type) depending on your information degree (computers + Science Officer).
209  
210  Pick the nearest planet and tap *TRAVEL*.
211  
212  #+begin_example
213  ✓ You travelled 8 pc to NOVA-7.
214    Fuel remaining: 22 pc.
215    Turn: 1.
216  #+end_example
217  
218  * Step 4: Choose Your Landing Attitude
219  
220  ** Context
221  
222  *Problem:* Upon arrival at a planet, the game asks you to choose an
223  "attitude" — a word that has specific mechanical meaning in VII Legio but
224  is not obvious to a new player.
225  
226  *How this step solves it:* We explain the three attitudes and their
227  trade-offs, then pick the safest option for a first encounter.
228  
229  - Always go peaceful :: Opens all missions including Commerce and Alliance
230    (high points), but +2 landing risk — your ship takes more landing damage.
231  - Always go aggressive :: Low landing risk (+0), but locks you out of
232    Alliance and Commerce — the highest-scoring missions.
233  - Shields only :: The middle ground, but still locks out Commerce.
234  
235  *Why this approach:* For your first planet, "Shields + Lasers" is safest.
236  You get the lowest landing risk (+0) and can still do Combat, Capture,
237  Elimination, and Exploration. You give up Alliance and Commerce, but those
238  require sapient aliens, which may not even be present.
239  
240  *Future improvements:*
241  
242  - Once you are comfortable with the risk, Peaceful attitude unlocks the
243    most lucrative missions (Commerce: 3+ points, Alliance: 5+ points)
244  - The attitude choice becomes the core strategic decision of every planet
245    approach
246  
247  The game shows three buttons:
248  
249  #+begin_example
250    APPROACHING NOVA-7 (Tellus)
251  
252    Choose landing attitude:
253  
254    [SHIELDS + LASERS]   Risk: Low    Missions: Combat, Capture, Elim, Explore
255    [SHIELDS ONLY]       Risk: Medium Missions: + Alliance
256    [PEACEFUL]           Risk: High   Missions: + Commerce
257  #+end_example
258  
259  Select *SHIELDS + LASERS* for your first approach.
260  
261  The game now rolls Table O to check landing safety:
262  
263  #+begin_example
264    Landing roll: d6 = 5, threshold = 2
265    5 > 2 → SAFE LANDING
266  #+end_example
267  
268  If the roll had failed (die ≤ threshold), one of your components would
269  take damage via Table C. With shields+lasers attitude, the threshold is
270  low, so failure is unlikely.
271  
272  #+begin_example
273  ✓ Safe landing on NOVA-7.
274    The planet scan reveals its contents.
275  #+end_example
276  
277  * Step 5: Execute Your First Mission
278  
279  ** Context
280  
281  *Problem:* After landing, the game shows available missions with names
282  like "Combat", "Capture", and "Exploration", along with alien stats. You
283  do not know which to pick or how the resolution works.
284  
285  *How this step solves it:* We walk through a Combat mission step by step,
286  explaining each phase of the resolution chain.
287  
288  - Skip combat, just explore :: Exploration awards fewer points (base 1 vs
289    base 2-5 for combat missions). You need 12 points for your first
290    promotion — exploration alone is slow.
291  - Try Alliance or Commerce :: These require sapient aliens (Civiles or
292    Super Civiles) and specific attitudes. They may not be available.
293  - Capture or Elimination :: Valid choices, but Combat is the simplest
294    resolution to learn first.
295  
296  *Why this approach:* Combat uses Table A (the most straightforward
297  operative table), demonstrates the full resolution chain (attack → counter-
298  attack → damage), and has a decent point payout.
299  
300  *Future improvements:*
301  
302  - Once you understand the resolution chain, try Capture (higher risk,
303    higher reward) or Alliance (requires peaceful approach)
304  - See [[file:../explanation/explanation_combat_resolution.org][Explanation: How Combat Resolution Works]] for the probability analysis
305  
306  The encounter screen shows the alien:
307  
308  #+begin_example
309    NOVA-7 — Alien Encounter
310  
311    Type: Animales
312    Intelligence: Sub Civiles
313    Alien F.C.: 3
314  
315    Your F.C.: 8
316  
317    Available missions:
318    [COMBAT]  [CAPTURE]  [ELIMINATION]  [EXPLORATION]
319  #+end_example
320  
321  Select *COMBAT*. The game resolves three phases:
322  
323  *** Phase 1: Your attack (Table A)
324  
325  The game calculates the force differential:
326  
327  #+begin_example
328    diff = FC.Legion - FC.Alien = 8 - 3 = +5
329    Clamped to [-4, +6] → +5
330  
331    Roll d6 = 4
332    Table A at (+5, 4) → U (Eliminated)
333  #+end_example
334  
335  "U" means you eliminated the alien force. Maximum combat success.
336  
337  *** Phase 2: Counter-attack (Table B)
338  
339  Even after a successful attack, aliens fight back. The counter-attack uses
340  a different F.C. formula:
341  
342  #+begin_example
343    Alien counter-FC = FC.Alien - floor(FC.Legion × 0.4)
344                     = 3 - floor(8 × 0.4) = 3 - 3 = 0
345  
346    Roll d6 = 2
347    Table B at (0, 2) → R (Repair needed)
348  #+end_example
349  
350  "R" means your shields take 25 HP damage. Not ideal, but far better than
351  "D" (component destroyed) or "U" (ship destroyed).
352  
353  *** Phase 3: Damage application
354  
355  #+begin_example
356    Shield #1: 100 HP → 75 HP (OPERATIONAL → DAMAGED)
357    Shield defense: was 4, now 3 (-1 def from damaged shield)
358  #+end_example
359  
360  *** Results
361  
362  #+begin_example
363    COMBAT RESULT: U (Eliminated)
364  
365    Points earned: base(3) + 2 = 5
366    Total points: 5 / 12 to Centurion
367    Crew losses: 0
368    Shield damage: -25 HP to Shield #1
369  
370    [CONTINUE]
371  #+end_example
372  
373  Five points from a single combat — nearly half way to your first
374  promotion.
375  
376  #+begin_example
377  ✓ First mission complete.
378    5 points earned. Shield #1 damaged but functional.
379    Tap CONTINUE to return to navigation.
380  #+end_example
381  
382  * Step 6: Check Your Ship and Plan Your Next Move
383  
384  ** Context
385  
386  *Problem:* After combat, your ship has taken damage. You need to know how
387  to assess your ship's condition and decide whether to repair, travel, or
388  fight again.
389  
390  *How this step solves it:* We check the SHIP tab to see component health,
391  then make an informed decision about what to do next.
392  
393  - Ignore damage :: Risky. Damaged shields provide less defense, and a
394    second hit could destroy a component entirely.
395  - Repair immediately :: Costs a turn and requires alive crew and fuel. May
396    be worth it if shields are critical.
397  - Travel to next planet :: If damage is minor (DAMAGED tier, not CRITICAL),
398    you can continue and repair later.
399  
400  *Why this approach:* Checking the SHIP tab after every combat teaches you
401  to read component health — the skill that keeps you alive in later game.
402  
403  *Future improvements:*
404  
405  - Modules like Repair Workshop and Chief Engineer specialist provide
406    passive auto-repair each turn, reducing the need for manual repairs
407  
408  Tap the *SHIP* tab:
409  
410  #+begin_example
411    SHIP STATUS — Hull Integrity: 94%
412  
413    CREW
414      Crew #1  ████████████████████  100 HP  OK
415      Crew #2  ████████████████████  100 HP  OK
416  
417    SHIELDS
418      Shield #1  ███████████████░░░░░   75 HP  DMG  ← took counter-attack
419      Shield #2  ████████████████████  100 HP  OK
420  
421    WEAPONS
422      Laser #1  ████████████████████  100 HP  OK
423      Laser #2  ████████████████████  100 HP  OK
424  
425    SYSTEMS
426      Radar #1  ████████████████████  100 HP  OK
427      Fuel #1   ████████████████████  100 HP  OK
428      Fuel #2   ████████████████████  100 HP  OK
429  #+end_example
430  
431  Shield #1 is at 75 HP — DAMAGED tier. It still contributes +1 defense
432  (down from +2 when OPERATIONAL). This is manageable.
433  
434  HP tiers determine contribution:
435  
436  | Tier        | HP range | Effect                    |
437  |-------------+----------+---------------------------|
438  | OPERATIONAL | 76-100   | Full contribution         |
439  | DAMAGED     | 26-75    | Half contribution         |
440  | CRITICAL    | 1-25     | No contribution           |
441  | DESTROYED   | 0        | Permanently non-functional |
442  
443  Decision: Shield #1 is DAMAGED, not CRITICAL. You can continue to a
444  second planet without repairing. Travel to the next nearest planet and
445  repeat the cycle.
446  
447  #+begin_example
448  ✓ Ship assessed. Damage is minor.
449    Travel to the next planet and continue earning points.
450    12 points → Centurion. 80 points → Fabius (win).
451  #+end_example
452  
453  * What You Built
454  
455  You now have hands-on experience with the complete VII Legio game loop:
456  
457  1. Setup — commander name, vessel selection
458  2. Rigging — container budget allocation across components
459  3. Navigation — galaxy map, fuel range, radar range
460  4. Approach — landing attitude selection, Table O landing risk
461  5. Mission — combat resolution via operative tables (A → B → C chain)
462  6. Assessment — component HP tiers, damage management
463  
464  You earned 5 points toward your first promotion and your ship is still
465  operational with minor damage. You know how to read the map, pick a
466  fight, and assess the aftermath.
467  
468  * Next Steps
469  
470  - Play through 2-3 more planets to reach Centurion (12 points)
471  - [[file:../explanation/explanation_combat_resolution.org][Explanation: How Combat Resolution Works]] — understand the probability
472    curves behind the operative tables
473  - [[file:../teaching/teaching_ship_rigging.org][Teaching: Ship Rigging Strategy]] — learn to design loadouts for specific
474    mission types
475  - Try a Peaceful approach to unlock Commerce and Alliance missions