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