TI Fleet Manager

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TI Fleet Manager is a mod for Terra Invicta that gives every fleet a military command structure. Instead of one flat list of ships, a fleet is organized into squadrons and divisions that can be detached for separate missions, recalled home automatically, filled with newly ordered ships and put into a mothball reserve.

In Unity Mod Manager and in the game log the mod appears under its internal name TI Fleet Rework.

Overview

The mod adds four things to the vanilla fleet system:

Feature What it does Details
Fleet hierarchy 2. Div). Fleet Hierarchy, Fleet Panel and Hierarchy Tab
Detach and recall Send a division or a whole squadron on its own mission and call it back later. Returning units plan their own trip home and merge with their fleet on arrival. Detach and Recall
Commissioning Order new ships for a specific fleet. The mod picks the shipyard that delivers fastest, and finished ships fly to the fleet and join the right squadron by themselves. Commissioning Ships
Reserve Mothball a fleet at one of your stations: upkeep and mission control drop to 10 %, and the fleet is safe while the station stands. Reactivation takes months and costs a fee. Reserve

Only your own fleets are organized this way. AI factions keep vanilla fleets, and the mod does not change tactical combat.

Installation

  1. Install Unity Mod Manager into Terra Invicta (see Installing mods).
  2. Subscribe to TI Fleet Manager on the Steam Workshop.
  3. Enable the mod in the in-game Mods menu and restart the game.

No other mods are needed. The mod has no settings: everything is controlled from the fleet screens.

Getting started

  1. Select one of your fleets on the map. Above the vanilla ship list you now see the Fleet Hierarchy panel.
  2. Click Auto-Organise. All ships of the fleet are sorted into squadrons and divisions by hull class.
  3. To send part of the fleet elsewhere, click Detach next to a division or squadron. A new fleet appears next to the original; give it a transfer order as usual.
  4. To bring it back, click Recall in the home fleet's panel. The detached fleet plans its trip home and merges on arrival.
  5. To reinforce the fleet, click Commission, pick ship designs and click Order.
  6. For the full overview of all fleets, open the Fleets screen and switch to the new Hierarchy tab.

Features

  • Fleet Hierarchy - The four levels Fleet → Squadron → Division → Ship, the squadron types (LACRon, CruRon, BatRon, AuxRon and the two holding squadrons INDRon and BuildRon), how ships are classified, how Auto-Organise fills squadrons, and how ships and units are named.
  • Fleet Panel and Hierarchy Tab - Every button, row and status tag of the map panel and of the Hierarchy tab on the Fleets screen, including moving single ships between divisions.
  • Detach and Recall - Detaching and splitting units, making them standalone fleets, recalling them, automatic trips home and merging on arrival, and battlegroups.
  • Commissioning Ships - Ordering ships for a fleet, how the shipyard is chosen and how the ships are delivered.
  • Reserve - Mothballing fleets: costs, protection, reactivation times and fees, repair-bay assistance, and boarding or destroying an enemy's exposed reserve.

Compatibility

  • TI Multiplayer: fully supported. All players need the same TI Fleet Manager version; a different version is refused when joining. Every command is carried out by the host, and the other players see the result about one second later. Unit numbers and battlegroup names are kept per faction.
  • Expanse Ships Mod: its hulls are classified correctly out of the box.
  • Other mods: hulls the mod does not know are treated as light ships (LACRon). Mods that change the fleet screens or ship construction may conflict.
  • The same download works on game versions 1.0.53a/b and 1.0.57 or newer (tested up to 1.0.62).

Save games

  • Adding the mod to a running campaign is safe. All existing ships start as Unassigned; click Auto-Organise once per fleet.
  • Hierarchy, unit numbers, status tags, trips home, commission orders and the whole reserve state are stored in the save.
  • Removing the mod: the mod's data is stored in a separate part of the save, so a campaign can be loaded without the mod. The hierarchy, the ship-name suffixes, open commission orders and the stored supplies of mothballed fleets are lost.
    • Reactivate all reserve fleets before you remove the mod. Mothballed ships keep 0 propellant and 0 ammunition otherwise.
    • Saves made with versions before 1.0.9 must be saved once with 1.0.9 before the mod can be removed.
    • If you enable the mod again later, any save that was not re-saved without the mod still has the full hierarchy.

Known issues

  • Detaching the only unit of a fleet leaves the original fleet empty. The game then disbands it, and the detached ships become Unassigned - click Auto-Organise again.
  • Merging an organized fleet into another fleet with the vanilla Merge button dissolves its hierarchy. Click Auto-Organise afterwards. Use Recall instead when you want to keep the structure.
  • Ships you lose through a trade or a captured councilor can keep their old division link, so a division may show [AWAY] and offer Recall for ships that now belong to another faction. Do not press it.
  • After a reserve fleet starts reactivating or becomes exposed, the panel title may keep showing [RESERVE] until you select the fleet again.
  • Removing a commissioned ship from the vanilla build queue does not cancel the commission order. The next ship of the same design at that shipyard is delivered to the fleet instead.

See also