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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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA
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.

Context and sources: OpenRA

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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