There are many ways to play Freedom In The Galaxy. To start, a player of the manual game can choose to play the planetary, provencial, or galactic version of the game. Also, there are multiple gaming scenarios compatible with each version. There may not be enough time to complete each of these scenarios, but the architecture of the game could be left open to anyone writing the remaining scenarios/versions.
To keep some recognizability, the main portion of the game window should be the original map, or the portion of it that is being used. The map could be simply a .jpg image. In place of the cardboard loyalty and PDB markers, the right numbers on the planets could be highlighted by drawing over the game board numbers in a brighter color or a thicker font.
The units (characters, military units, spaceships, etc.) could be images with names under them. When clicked on, another part of the gaming window or a pop-up window could display information on that unit, such as descriptions, combat strengths, possession information, etc, similar to what is on the cards. I favor the pop-up approach. The planets and environs would also have such information-displaying functionality. The unit's image could be slightly modified under certain gaming conditions such as a character being detected.
A text box could display the status of the game, as in whose turn it is to do what, and situations that arise such as if a monster attacks or a rebellion starts. In a separate area of the window, number boxes would show the number of victory points so far and any other vital statistics.
For play, a player could simply drag desired units to other planets or areas on the board and click an OK button somewhere. In a missions phase, a player could right-click on a character and select a mission and who would be with this character in the missions group. Similarly for military combat and searches.
Here are some specific use cases and classes that are evident in each section of the game rules:
1.1--An overarching universe class would be helpful, which contains all the provinces and starsystems, which are also classes, corresponding to the version of the game being played (galactic, provencial, or star system).
1.2--A unit class, from which the character, spaceship, and military unit classes could inherit. The environ class shows up as well.
2.0...2.5--All of the things in these sections are necessary only for the manual game. In the software, the cards, for instance, will be simply attributes of their corresponding character (or other) object and do not require a class of their own.
3.0--The different use cases corresponding to a turn (which is also a use case) emerge. These include rebel move, imperial reaction, combat, imperial search, rebel mission(s) assignments, and rebel mission(s) resolution (including bonus draws). Also the same use cases with the players switched.
4.0--The phases of the turn are the same as the use cases above (for section 3.0).
5.0...5.3--These classes are mostly already discussed from section 1.1. However, the section does detail information about how these classes aggregate with each other (see class diagram below).
6.0...6.2--The character class will possess the attributes contained in the card and will be represented on the board by an image like the counter without the need for separate classes. This section does bring up the use case for detection, though.
7.0...7.3--These classes and use cases have all been discussed previously.
8.0...8.3--The planetary defense base is more likely to be an attribute of a planet than a class of its own. Detection, i.e. the act of trying to detect something, and attack are use cases corresponding to the PDB's.
9.0...9.2--Movement is a use case that has already been discussed in section 3.0. The specifics here are modifications of that use case.
9.3..9.4--This section describes details of the detection use case(s). There may be two cases, depending on whether you count being on opposite ends of the detection as two use cases.
9.5--Stacking is just a limitation on movement.
9.6--Enemy reaction has been discussed.
9.7--The detection table is an attribute of the detection use case. This table is used in the manual game, but needs not be visible in the software.
10.0...10.8--Describes military combat, which is part of the combat use case in detail, including the military combat results table, which will probably also be hidden in the software.
11.0...11.4--Describes the search use case in detail.
12.0...12.9--Describes character combat, also a part of the combat use case. There are some sub-use cases here, including wounding and capturing, that will be taken care of by either a class or, more likely, a method.
13.0...13.7--Describes missions in detail.
14.0...14.6--A possession class will be necessary since many of the things that are possessions are also units, so those things will inherit from both classes (though possibly through some way other than multiple inheritance, which would be the most obvious way.)
15.0...15.8--Planet control is simply an attribute of the planet class. Rebellion deserves a use case of its own.
16.0...16.3--The star system scenarios will affect the way the game is initially set up and the rules for play, and so deserves a set of use cases, viewed collectively.
17.0...18.0--The phases of movement are similar to those of the star system game with a few extras: interplanetary movement, which is highly related to character movement and surface military movement use cases, and they are all modifications of the movement use case in the star system scenario. Also new is orbit organization, but this is just a carboard-and-paper use case and is not necessary for the software. All the military combats can be represented using the combat use case from the star system scenario.
19.0...19.7--Describes military units and their purchase.
20.0...20.5--Describes movement and a new use case, interception.
20.6--The raking attack, as noted, is a modification of the PDB attack and probably will not need a new use case.
20.7...20.9--Describes detection and reaction as modified for the provencial version.
21.0...21.7--Describes hyperjumping, which is a sub-use case of movement, but is sufficiently complicated to warrant its own use case as well.
22.0...22.4--Describes space combat.
23.0...23.4--Describes the domino effect, which is rather independent of other use cases, as it is not present in the star system scenario.
24.0--No extra information here.
25.0...25.3--Describes sovereigns, which may inherit from unit or may be their own class or an attribute of an environment.
26.0--Describes characters' home planets and royalty status, which are simply attributes of the characters themselves.
27.0...27.3--Repairing a possession will be either an independent method or a member function of the particular possession.
28.0...28.3--Describes the gaming scenarios for the provencial game.
29.0--Vague description of the galactic game.
30.0--Describes new phases of game play, such as galactic event, taxation and imperial strategic assignment.
31.0...31.2--Describes planetary secrets, a new class.
32.0--Describes galactic events.
33.0...33.1--Describes taxation.
33.2--The imperial resource track is just a mechanism to keep track of force points, all of which can be done by the universe object in each game.
33.3...33.4--Describes the use of force points, which will be taken up by the universe object.
34.0...34.2--Describes the rebel secret base, a new class, most likely.
34.3...34.4--Describes aspects of the rebel resource track, wich will be handled by the universe object and purchasing rebel military units.
35.0...35.4--Describes imperial strategic assignment.
36.0...36.3--Describes imperial atrocities, a new use case.
37.0...37.4--Describes galactic interpretations of missions.
38.0...38.5--Describes the gaming scenario campaign for the galactic game.
Here is a class diagram for the galactic version of this game: