So here I've tried brainstorm some ideas into refining (or sorta reworking) the space rosters of factions.
Humans is probably the one easier to get started with, I'll largely base the ideas off the Federation from Five Nations.
Stations (buildings)
- Factory
Produces basic combat units up to destroyers or light cruisers - Starport
Produces constructor, auxiliary and specialist ships, also produces production boosters (cargo ships) at late game with tech "Fleet Logistics". - Fleet Dockyard
Produces larger and advanced warships - Mining Outpost
Can only be built on rich mineral asteroids, produces production boosters, does not occupying factory count - Research Station
Basic tech center. Also act as listening post that detects stealth. - Fleet Command Center
Advanced tech center which provides techs unlocking and/or upgrading advanced ships. - Hab Station
Provides +1 factory count.
Can probably base its design off O'Neill cylinders:
- Defensive Barricades
Garrisonable defense which provides cover for 1 unit that isn't a large ship. - Defense Station
Light defense station which is primarily armed with weapons effective against fighters and lighter vessels.
Can garrison up to 2 fighter wings. - Missile Battery
Anti-ship defense station. - Starbase
Mega building. Large defense complex designed as defensive strongpoints to endure sieges, armed with powerful array of heavy railguns and point defense missiles. Detects stealth.
Starfighter wings in this carrier gains/replenishes a minor HP buff that wears off after leaving the carrier for 3 turns
Also produces basic units.
Can carry up to 4 units of any type.
- Human scout wing
Light spacecraft wing for mobile reconnaissance missions - Human starfighter wing
Fighter superiority starfighter wing with primary role of screening enemy fighters - Human stealth starfighter wing
Mid game anti-ship fighter wing that is stealthed - Torpedo Corvette
Light attack ship armed with ranged anti-ship torpedo
Cannot target fighter wings - Bomber Corvette
Light attack ship armed with close range bomb catapults
Cannot target fighter wings - Aegis Frigate
Screen ship that is particularly effective at denying fighter wings with its point defense flak missiles and area denial system
Projects an aura which slows nearby enemy fighter wings - Guided Missile Destroyer
Basic capital ship which fires fairly long ranged missiles against ships and point defense missiles against fighter wings
Detects stealth. - Strike Frigate
Versatile missile artillery frigate that is a miniature arsenal ship capable of firing a series of (intercept-able) long-ranged guided missiles
- Construction Fleet
Basic constructor unit. - Invasion Fleet
TC capture unit. - Engineering Frigate
Specialist ship which can construct defenses and has a variety of defensive support abilities- Minefield
Lays minefield - Hull Armor Reinforcement
Augments physical armor of the target ally ship or station (while also carries a minor heal effect) for permanent duration - Shield Generator Refit
Augments energy armor of the target ally ship or station for permanent duration - Hazard Removal
Removes any debuff effects of the target ally ship or station
Unlocked by "Hazard Response Crew" tech
- Minefield
- Specialist Weapon Frigate
Specialist ship which has a variety of offensive oriented tactical support abilities
Armed with weapon dealing energy damage- EMP Strike
Immobilizes and disables the target enemy ship briefly for 1 or 2 turns - Magnetic Burst
An AoE offensive ability which slows and reduces physical armor of the affected enemies'
- EMP Strike
- Escort Carrier
A light carrier with space for 2 starfighter wings
Armed with CIWS for self defense
Starfighter wings in this carrier gains/replenishes a minor HP buff that wears off after leaving the carrier for 3 turns - Logistic Fleet
Production booster
Unlocked with tech "Fleet Logistics"
- Nuclear Missile Cruiser
Cruiser with sole purpose of carrying nuclear missile, launching it to devastate fortified enemy installations and fleets
Armed with CIWS for self defense - Missile Cruiser
Larger and even more durable version of missile destroyers while maintaining the same level of mobility
Does not have stealth detection, but gains high-yield anti-ship missile ability that deals energy damage - Railgun Battleship
Human's answer to any enemy capital ships armed with powerful mass driver weapons
Armed with CIWS for self defense - Heavy Carrier
Exceptionally durable carrier that can dock 4 starfighter wings
Armed with multipurpose missiles for self defense
Starfighter wings in this carrier gains/replenishes a minor HP buff that wears off after leaving the carrier for 3 turns