---
id: strategy-planning
status: active
supersededBy: []
lang: en
title: Strategy games
description: >-
  Strategy connects production, territory, information and long-term commitments
  against an uncertain opponent.
intro: >-
  Strategy connects production, territory, information and long-term commitments
  against an uncertain opponent. Each overview separates player actions, state
  changes and alternative rules. Examples are hypothetical design scenarios, not
  claims about a named game. A prototype check states an observable question for
  the next iteration. Existing detailed references remain separately linked from
  the direction map.
updatedAt: '2026-10-21'
sources:
  - title: OpenRA
    url: 'https://www.openra.net/'
    description: >-
      Primary open-source strategy project: unit commands, fog of war and rule
      modification.
counts:
  families: 10
  branches: 10
  variants: 40
url: 'https://gamemechanics.pro/en/mechanics/strategy-planning/'
markdownUrl: 'https://gamemechanics.pro/content/mechanics/en/strategy-planning.md'
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
provenance: >-
  Original bilingual editorial overviews authored for gamemechanics.pro on
  2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design
  examples; prototype checks describe work to perform, not completed playtests.
  Primary sources support the stated techniques and implementation context, not
  every proposed variant.
---
# Strategy games

Strategy connects production, territory, information and long-term commitments against an uncertain opponent. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.

## Mechanics and variants

<a id="mechanics"></a>

### 1. Real-time strategy

<a id="t067"></a>
id: t067
canonicalId: strategy-planning--t067
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t067

Commands execute continuously while attention is divided between economic growth, scouting and army control.

#### Mechanic variants

<a id="t067-variants"></a>
- Production queues commit resources over time. <a id="t067-v1"></a>
- Control groups command several units together. <a id="t067-v2"></a>
- Raids interrupt uninterrupted economic growth. <a id="t067-v3"></a>
- Expansion raises income and defensive frontage. <a id="t067-v4"></a>

Design example: A second mine accelerates unit production but requires defending two distant approaches.

Prototype check: Test whether useful orders remain available at a low input rate without compulsory repeated clicking.

- [OpenRA](https://www.openra.net/)

### 2. Turn-based strategy

<a id="t068"></a>
id: t068
canonicalId: strategy-planning--t068
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t068

Turns provide planning time while player order determines which world changes the next participant observes.

#### Mechanic variants

<a id="t068-variants"></a>
- Sequential turns answer an observed action. <a id="t068-v1"></a>
- Simultaneous orders require predicting opponents. <a id="t068-v2"></a>
- Action limits constrain the scope of one turn. <a id="t068-v3"></a>
- Supply phases connect plans across several turns. <a id="t068-v4"></a>

Design example: An army takes a bridge now to supply an offensive in the following round.

Prototype check: Test first-turn advantage from equal starting positions and the availability of compensating responses.

- [OpenRA](https://www.openra.net/)

### 3. 4X

<a id="t069"></a>
id: t069
canonicalId: strategy-planning--t069
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t069

Exploration, expansion, development and conflict connect multiple settlements into a long-term strategy.

#### Mechanic variants

<a id="t069-variants"></a>
- Scouting reveals suitable expansion locations. <a id="t069-v1"></a>
- Colonization increases administrative overhead. <a id="t069-v2"></a>
- Research imposes competing development priorities. <a id="t069-v3"></a>
- Alternative victories change the value of warfare. <a id="t069-v4"></a>

Design example: An empire accepts an awkward border to obtain a rare resource for a research project.

Prototype check: Test whether a trailing empire retains meaningful strategic options after losing one colony.

- [OpenRA](https://www.openra.net/)

### 4. Grand strategy and dynasties

<a id="t070"></a>
id: t070
canonicalId: strategy-planning--t070
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t070

A long simulation connects territory, institutions and succession, turning personal relationships into strategic resources.

#### Mechanic variants

<a id="t070-variants"></a>
- Inheritance divides accumulated territory. <a id="t070-v1"></a>
- Marriage creates claims and alliance obligations. <a id="t070-v2"></a>
- A vassal changes support with conflicting interests. <a id="t070-v3"></a>
- Reform strengthens the center but invites resistance. <a id="t070-v4"></a>

Design example: A ruler chooses an heir at the risk of splitting an alliance between powerful houses.

Prototype check: Test goal continuity after succession: players should understand their new claims and threats.

- [OpenRA](https://www.openra.net/)

### 5. Wargames and operational planning

<a id="t071"></a>
id: t071
canonicalId: strategy-planning--t071
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t071

An operational plan connects formations, supply and timing, with combat testing whether the intended maneuver is feasible.

#### Mechanic variants

<a id="t071-variants"></a>
- Supply limits the depth of an offensive. <a id="t071-v1"></a>
- Reserves answer an unexpected breakthrough. <a id="t071-v2"></a>
- Terrain changes the cost of redeployment. <a id="t071-v3"></a>
- Intelligence ages when enemy formations move. <a id="t071-v4"></a>

Design example: Capturing a crossing matters only before enemy reserves arrive and fuel runs out.

Prototype check: Test whether the interface explains a stalled operation through orders, supply or inaccessible terrain.

- [OpenRA](https://www.openra.net/)

### 6. Real-time tactics without base building

<a id="t072"></a>
id: t072
canonicalId: strategy-planning--t072
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t072

A limited roster completes objectives without a production base; losses change the options for later engagements.

#### Mechanic variants

<a id="t072-variants"></a>
- Pre-battle deployment establishes the initial plan. <a id="t072-v1"></a>
- Reinforcements arrive at a chosen location. <a id="t072-v2"></a>
- Veterans retain value between missions. <a id="t072-v3"></a>
- Retreat trades position for preserving forces. <a id="t072-v4"></a>

Design example: An engineer demolishes a bridge while two surviving squads delay pursuit.

Prototype check: Test the mission after permitted losses so losing one specialist does not create a hidden dead end.

- [OpenRA](https://www.openra.net/)

### 7. MOBAs and lane control

<a id="t073"></a>
id: t073
canonicalId: strategy-planning--t073
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t073

Heroes divide between lanes and shared objectives, converting local success into team-wide map advantage.

#### Mechanic variants

<a id="t073-variants"></a>
- Minion waves change the safe engagement distance. <a id="t073-v1"></a>
- Returning to base yields temporary control. <a id="t073-v2"></a>
- A jungle route conceals help for another lane. <a id="t073-v3"></a>
- A shared objective requires timely regrouping. <a id="t073-v4"></a>

Design example: A player gives up some lane income to help allies capture a central objective.

Prototype check: Test whether a behind hero can contribute beyond repeatedly taking an unwinnable direct fight.

- [OpenRA](https://www.openra.net/)

### 8. Asymmetric factions

<a id="t074"></a>
id: t074
canonicalId: strategy-planning--t074
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t074

Factions solve shared strategic problems through different systems; balance depends on comparable practical options.

#### Mechanic variants

<a id="t074-variants"></a>
- Different resources alter development routes. <a id="t074-v1"></a>
- A mobile base replaces stationary defense. <a id="t074-v2"></a>
- Numbers compensate for individual unit weakness. <a id="t074-v3"></a>
- Terrain conversion creates a unique power zone. <a id="t074-v4"></a>

Design example: A nomadic faction moves depots away from a raid but suspends production during relocation.

Prototype check: Test every faction pairing on small and large maps, including responses to early aggression.

- [OpenRA](https://www.openra.net/)

### 9. Diplomacy and international relations

<a id="t075"></a>
id: t075
canonicalId: strategy-planning--t075
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t075

Diplomacy uses promises, exchange and threats to change other powers' behavior without immediate combat.

#### Mechanic variants

<a id="t075-variants"></a>
- Treaties connect benefits to obligations. <a id="t075-v1"></a>
- Guarantees involve allies in future conflicts. <a id="t075-v2"></a>
- Sanctions change the cost of enemy trade. <a id="t075-v3"></a>
- Reputation limits trust after broken promises. <a id="t075-v4"></a>

Design example: Port access is paid for by protecting a trade route through a disputed strait.

Prototype check: Test whether players understand when a treaty activates and the consequences of breaking it early.

- [OpenRA](https://www.openra.net/)

### 10. Fog of war, reconnaissance and information advantage

<a id="t076"></a>
id: t076
canonicalId: strategy-planning--t076
url: https://gamemechanics.pro/en/mechanics/strategy-planning/#t076

Hidden information requires acquiring, evaluating and updating intelligence instead of acting on a complete map.

#### Mechanic variants

<a id="t076-variants"></a>
- Vision shows only currently observable areas. <a id="t076-v1"></a>
- Last contact preserves an outdated position. <a id="t076-v2"></a>
- Scouts trade safety for useful information. <a id="t076-v3"></a>
- Decoys distort estimates of enemy strength. <a id="t076-v4"></a>

Design example: A spotted column disappears into woods, prompting observers to check two likely roads.

Prototype check: Test whether interface cues, selection sounds or automatic targeting reveal unscouted enemies.

- [OpenRA](https://www.openra.net/)

## Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

- [OpenRA](https://www.openra.net/): Primary open-source strategy project: unit commands, fog of war and rule modification.
