I've been through all of this several time.
As my first character this has become my favorite example.
I rolled the character as a naval commander
and he was pressed back into service for
pirate fighting. But after 10 years the ref had completed 3 intersellar wars between 3 20-30 system governments. My war was the 3rd and its a joy to deal with the mistakes of previous player groups.
It is a lot of paperwork. Fuel and supply
routes, protecting resources, intelligence
gathering, training, fleet maintenance, supporting new technology development and ship building. How about rolling up new command crews as replenishments.
Now toss politics into the party. I was the
only Assault Fleet Admiral that the Grand
Admiral has in his staff the others were rear admirals with defensive positions. He had retired after the 2nd war and was re-activated after the murder of the present grand admiral. The new GA was a player. We also had a captain/ ship engineer, a marine officer, a general and a couple nobles turned naval officers.
How about tough decisions. A cruiser with
battle damage of a destroyed jump drive, 15 parsecs behind enemy lines. Impossible to redistribute the crew and fuel without being overrun they volunteered to delay the approaching enemy fleet. Did I mention every 10 to 1 odds, since it was a suicide mission.
Or as Commodore preparing for the defense of the 2nd most significant strategic world. How about walking past a popular officers bar looking for a key a NPC seen in the area. A cadet comes to you and asks if you would have a toast with him and his friends. You politely decline, ask his unit and say a few positive words. It is not the St. Crispens speech but they're energized by the presence of a war hero.
A couple days later after routing the main enemy fleet and destroying they're assault squadron its time to hand out awards and review the casualties.
All the cadets were lost in battle.
So, if you really want to build teamwork. Put a face on the war. And then deliver the awards and promotions.
Then there is politics....admirals with a defensive role looking for reasons to grab your fleet. Nobles that reduced funding before the war begging for support or trying to grab planets for fiefs. Rebuilding the naval academy because the homeworld was nuked. Well, believe it or not we won that war. We could not out number the enemy so we hit them in their morale and the wallet. They were unable to econmically continue the war and sued for peace after loosing half of their ship building capability and a prime world. They didn't know we had 95% losses in my assault fleet and we're near economic collapse. Attrition hurts.
Talking about naval academies. Has anyone really put thought into them? The key is to see that the instructors survive. Any thoughts on where to put it. If your capital is too close to the front line... Yep, the admirals take care of the high level stuff. There is a lot of logic to having a naval officers training program with the civilian universities.
So, with a high level player group they should have two characters. One for the high level work and one for the field work. Otherwise, the paperwork will killem'. I also had a test pilot turned agent.
Our navy centralized around two 125 ton battleships, mine was Prince Regent, 80 or so combatants (including 30-40 18k battlecruisers) and support vessels. Enemy fleet battlewagons were as high as 2 million tons. Agreeing on a war strategy was usually the big issue.
Savage, JC Admiral
Agrarian Commonwealth Navy