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.
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Mechanics and variants
1Real-time strategyOverview and example ↗Commands execute continuously while attention is divided between economic growth, scouting and army control.4
Mechanic variants
- Production queues commit resources over time.
- Control groups command several units together.
- Raids interrupt uninterrupted economic growth.
- Expansion raises income and defensive frontage.
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.
2Turn-based strategyOverview and example ↗Turns provide planning time while player order determines which world changes the next participant observes.4
Mechanic variants
- Sequential turns answer an observed action.
- Simultaneous orders require predicting opponents.
- Action limits constrain the scope of one turn.
- Supply phases connect plans across several turns.
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.
34XOverview and example ↗Exploration, expansion, development and conflict connect multiple settlements into a long-term strategy.4
Mechanic variants
- Scouting reveals suitable expansion locations.
- Colonization increases administrative overhead.
- Research imposes competing development priorities.
- Alternative victories change the value of warfare.
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.
4Grand strategy and dynastiesOverview and example ↗A long simulation connects territory, institutions and succession, turning personal relationships into strategic resources.4
Mechanic variants
- Inheritance divides accumulated territory.
- Marriage creates claims and alliance obligations.
- A vassal changes support with conflicting interests.
- Reform strengthens the center but invites resistance.
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.
5Wargames and operational planningOverview and example ↗An operational plan connects formations, supply and timing, with combat testing whether the intended maneuver is feasible.4
Mechanic variants
- Supply limits the depth of an offensive.
- Reserves answer an unexpected breakthrough.
- Terrain changes the cost of redeployment.
- Intelligence ages when enemy formations move.
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.
6Real-time tactics without base buildingOverview and example ↗A limited roster completes objectives without a production base; losses change the options for later engagements.4
Mechanic variants
- Pre-battle deployment establishes the initial plan.
- Reinforcements arrive at a chosen location.
- Veterans retain value between missions.
- Retreat trades position for preserving forces.
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.
7MOBAs and lane controlOverview and example ↗Heroes divide between lanes and shared objectives, converting local success into team-wide map advantage.4
Mechanic variants
- Minion waves change the safe engagement distance.
- Returning to base yields temporary control.
- A jungle route conceals help for another lane.
- A shared objective requires timely regrouping.
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.
8Asymmetric factionsOverview and example ↗Factions solve shared strategic problems through different systems; balance depends on comparable practical options.4
Mechanic variants
- Different resources alter development routes.
- A mobile base replaces stationary defense.
- Numbers compensate for individual unit weakness.
- Terrain conversion creates a unique power zone.
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.
9Diplomacy and international relationsOverview and example ↗Diplomacy uses promises, exchange and threats to change other powers' behavior without immediate combat.4
Mechanic variants
- Treaties connect benefits to obligations.
- Guarantees involve allies in future conflicts.
- Sanctions change the cost of enemy trade.
- Reputation limits trust after broken promises.
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.
10Fog of war, reconnaissance and information advantageOverview and example ↗Hidden information requires acquiring, evaluating and updating intelligence instead of acting on a complete map.4
Mechanic variants
- Vision shows only currently observable areas.
- Last contact preserves an outdated position.
- Scouts trade safety for useful information.
- Decoys distort estimates of enemy strength.
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.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- OpenRA
Primary open-source strategy project: unit commands, fog of war and rule modification.
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