Battlestar Galactica: Deadlock/Gameplay

This section will overview the various concepts and provide a general overview to common elements throughout the game.

Campaign
There are currently three campaigns available. The Broken Alliance DLC adds additional missions and content to the base game, while the other DLC campaigns are separate from this. The campaign occurs in two layers.

Strategic Layer


In between battles, players can look at the map of the Cyrranus System and move fleets around to respond to the Cylon threat. The Cylons will deploy fleets to the Twelve Colonies and attack them, reducing their willingness to support the Quorum and, most importantly, your income. If there are fewer than six colonies remaining, the game is not lost - instead, campaign missions (and thus progression) will be halted. Colonies can be brought back into the fold by stationing friendly fleets around them. To win the campaign, complete all thirteen campaign missions.

The only way to lose the game is to have the Daidalos shipyard be destroyed. It is also possible to "lose" the game by having your fleets be destroyed and having too few resources to replace them.

Building ships is also done in between combat. Tylium is a resource used to construct vessels for your fleets, and each ship requires a certain number of turns to be deployed. Additional tylium can be spent to rush the construction of a vessel and send it out immediately. Up to three ships can be built at once, with others remaining in a queue. After a certain campaign mission, a fourth construction slot will be opened.

Blueprints acquired from progressing through the campaign can be unlocked using Requisition Points.

Hiring officers for your fleets will help bolster their effectiveness, and having an officer assigned to a fleet above a colony will have it be Fortified, and produce additional resources. Officers are also necessary to increase the points budget for each fleet, allowing you to field larger and more powerful ships.

Map Markers
In addition to your own fleets, the map also shows the position of Cylon fleets. These fleets will lower the colony's support of the Quorum, reduce the amount of Tylium received by the player from them, and ultimately cause them to leave. If there are fewer than six of the twelve colonies aligned to the player, all campaign missions are put on hold until you can re-recruit them.

The strength of Cylon fleets is unknown until you engage them. The game selects from a predetermined list of fleets which one you will face. Destroying Cylon fleets will boost support for the Quorum.

There are also Side Missions, sometimes called Resource Missions. These missions provide players with Tylium, Requisition Points, research discounts, and sometimes hinders the Cylons with a penalty. Side missions will eventually disappear, but are otherwise not required to win the game.

Broken Alliance also features its own set of missions, alongside the main scenario missions of the main game.

Tactical Layer


Combat takes place between one and seven ships on each side, on a 3D playing field. After issuing orders to your fleet, clicking on End Turn will resolve those orders simultaneously with the AI's.

While it is not possible to roll or flip the ships on their sides, certain vessels are better at being above or below their targets.

Ships have armour on six sides - left (port), right (starboard), front (bow), rear (stern), top (dorsal), and bottom (ventral). Once a ship's armour is destroyed, it begins taking damage to its hull. If its hull is destroyed, the ship is lost.

Subsystems
Ships also have various subsystems that take damage. Destroying these can cripple a ship and make it far easier to destroy. Both Cylon and Colonial vessels have the same subsystems, though ships that do not carry squadrons will not have a hangar subsystem.

Each subsystem has a Strength and Health attribute - Health representing how damaged the system is, and Strength indicating its effectiveness. A damaged subsystem will likewise have lowered Strength.

Subsystems are damaged by normal attacks to it (shots to the ship's engines will damage the Navigation subsystem, for example), by Cylon boarding parties (Colonial boarding parties operate differently), and by Cylon computer hacking attacks. Colonial vessels can disable subsystems using EMP mines and generators.

The subsystems are:


 * CIC: The combat information center of the ship. Affects all other subsystems. Can only be damaged by Cylon (not Colonial) boarding parties; if destroyed, the vessel is destroyed with it.
 * Navigation: Affects maximum speed and ship manoeuvrability. Disabling this will prevent the ship from turning.
 * Fire Control: Affects the number of missiles fired per volley, accuracy of guns, and whether the ship can focus its fire on a single target. Destroying this will render a ship crippled.
 * Engineering: Affects the subsystem repair abilities for the ship, as well as squadron repair abilities.
 * Tech Bay: Affects DRADIS range (range for the ship to identify targets), Firewalls (hacking defence), and the hacking abilities of Cylon vessels.
 * Armoury: Affects the ship's ability to defend against boarding parties, and the effectiveness of flak on Colonial battlestars.
 * Hangar: Affects the squadron's evasive manoeuvring and turnaround time after landing. If destroyed, the ship cannot launch squadrons.

Subsystems can be repaired via the ship's Command Menu, or simply by using the repair icon next to the subsystem name on the ship's info panel. Subsystems under repair will be brought offline, and repairing can take several turns to complete. Repairs can be cancelled in the same manner they were started.

The Cylons and the Colonials have different methods of 'improving the performance of their subsystems. The Colonials have defensive and offensive postures. A defensive posture increases power to the Armoury, Tech Bay, and Engineering while reducing power from Navigation and Fire Control. This allows a ship with multiple damaged subsystems or an enemy boarding party to recover faster, or if it's on scout duty to increase its DRADIS range at the expense of speed.

An offensive posture increases power to Fire Control while reducing power to all other systems, including navigation. This allows a ship to, once in combat, hit harder and more accurately. Offensive posturing also reduces speed in the same way as defensive posturing, so a neutral posture provides maximum manoeuvrability.

If speed is an issue, all Colonial ships can use the Boost Engines option to lock themselves to a neutral posture and lose manoeuvrvability in exchange for greater speed. Ensure to turn this off and switch to Offensive posturing once you've engaged the enemy.

In the campaign only, Colonial officers will also improve the bonuses received - a posture effect of 6, for example, will allow a ship to adjust its posture to +7 Defensive to +7 Offensive.

The Cylons, by contrast, can redirect power to each system individually. They do not have a Boost Engines feature, nor do they have any officer bonuses.

Skirmish/Multiplayer
Skirmish and Multiplayer focus on a single engagement of prebuilt fleets under a points budget - either 4000 or 8000 points. Currently this is the only way to play as the Cylons, as they currently don't have a campaign.

Operation Anabasis
A survival mode. Control a number of both civilian and military vessels, and guide them to safety while under constant attack from the Cylons. See Operation Anabasis.