BATTLE ASTRAFIELD MANUAL
CHAPTER 04 / 14

CHAPTER 04

Campaign Setup

Campaign setup determines who will fight, the character of each faction, the size of their forces, and the structure of the 115-sector region.

ACTIVE ROSTER

Choose two to six factions

The setup table keeps every roster position visible while clearly identifying which factions will participate.

  1. 1

    Select active factions

    Select anywhere on a faction row to add or remove it. At least two factions must participate. STATUS shows PLAYER, AI, or DISABLED.

  2. 2

    Choose your faction

    The first active faction is the player. To choose another, deselect the current player, then select the new faction first.

  3. 3

    Review faction character

    Check NAME, DOCTRINE, ABILITY, and the ship image. Use Balanced or Independents for a quick alliance arrangement, then select the small alliance-leader emblems to fine-tune it.

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AT LEAST TWO FACTIONS

Deploy and other setup controls remain unavailable when fewer than two factions are active.

WAR SCALE

Set faction fleet size

Faction fleet size uses a ten-level rheostat. It controls the overall number and value of ships assigned to each faction at the start of the war.

The number represented by each level changes with the roster size. Two-faction campaigns can support larger forces per faction; six-faction campaigns use smaller forces so the shared region remains playable.

Starting ships are distributed among the faction’s opening sectors, with at least three mobile ships assigned to the star-base sector. Stationary units are not counted as fleet ships.

REGION CONTENTS

Set astral-object density

Astral-object density controls how many stars, planets, and other objects are distributed through the campaign region and its tactical maps.

Greater density raises potential sector values but can restrict movement. Objects can obstruct both movement and weapons fire on the tactical map.

STARTING TERRITORY

Choose a placement pattern

01

Battle Lines

Uses structured starting regions selected for the number of factions, giving each side a coherent opening territory.

02

Random Start

Distributes faction starts across the region for a less predictable strategic opening.

VICTORY CONDITIONS

Choose Score or Elimination

SCORE

Race to the target

Score is the default. The first surviving faction to reach the generated victory target wins; the campaign also ends if only one faction or alliance remains.

ELIMINATION

Fight to the last side

The score target is disabled. The war continues until only one active faction or alliance remains, or until the human-controlled faction is eliminated.

BEGIN THE WAR

Deploy the campaign

Select Deploy to generate the region, assign territories and units, calculate sector values, apply the selected victory condition, and open the war map.

The setup screen displays a wait indicator while the region is being built. Do not select other controls until the war map appears.

Current Campaign Setup screen showing faction status, doctrine, abilities, alliances, faction characteristics, alliance formation, placement, visibility, victory conditions, fleet size, object density, Deploy, and Cancel.
The current Campaign Setup screen combines faction and alliance choices with placement, visibility, victory, fleet-size, and astral-object controls.SELECT IMAGE TO ENLARGE

MAP VISIBILITY

Choose fog of war

Fog of War limits the quadrant to explored and detected sectors. Your view uses the strongest current exploration and detection supplied by any member of your alliance. With fog disabled, the entire quadrant is visible from the start.

Select the help icon for campaign setup guidance. Cancel returns to the start screen; Deploy constructs the quadrant and places the factions.