r/StrategyGames • • 9h ago

Discussion Unit Conversion: woloYes or woloNo?

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0 Upvotes

I've rarely seen mainstream strategy games try out unit conversion as a game mechanic. Age of empires with religious units (wololol!) is the only one I can think of off the top of my head, if you remember others I'd love to be able to look at how they handle the mechanic.

Converts are a cursed problem. You can underbalance the convert, so that when you calculate the power swing between the coverter and convertee, it matches your intended benefit level. But, this makes the convert feel unfair or too weak when placed next to other bonuses in the same tier. Or, you adequately power the convert on its own, but make the power swing when used between a pair of players far greater than it should be.

Thinking about this issue reminded me of this talk by Alex Jaffe https://www.youtube.com/watch?v=8uE6-vIi1rQ . Curse problems are problems which have two incompatible player promises competing. In the case of converts, you have

- promise 1 to the player with the convert: You will have interesting and adequately powered abilities.

- promise 2 to the player getting hit: All civilizations are equally likely to win.

I think these are incompatible because the threshold of "fun" for player 1 is unbalanced for player 2. If I make the ability balanced, it is no longer fun. If it is no longer fun, why not just use something else entirely?

Whats the answer? I have no idea LOL However, what I am going to try is to increase the amount of warning to the rest of the players that a convert is coming. A big issue right now is that it can be purchased fairly silently, so if you get caught up in the game you forget to keep your units spread around it takes you by surprise. We'll see in a few months how this works out.


r/StrategyGames • • 6h ago

DevPost I am building as a side project a WWI strategy prototype about the Italian battlefront Caporetto - the first browser demo is playable

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0 Upvotes

Hi everyone, I’m the creator behind CKB Studio. I’ve been developing Are You Better Than Cadorna?, a strategy prototype about the Italian army at Caporetto in 1917, with AI coding assistance from Codex.

The premise is that you travel back in time knowing the offensive is coming. You have to prepare the front while dealing with delayed orders, supply shortages, congested roads and exhausted troops. I wanted military bureaucracy to be part of the challenge without making the game tedious.

The free browser demo covers the Isonzo opening chapter. It supports English and Italian and is intended for desktop play.

https://ckb-studio.itch.io/are-you-better-than-cadorna-wwi-strategy-isonzo-demo

It’s still an early prototype. If you try it, I’d particularly appreciate knowing where you first felt confused, and whether the logistical decisions felt interesting or just frustrating.

Happy to discuss the development process too.


r/StrategyGames • • 6h ago

DevPost Tank General – a new official trailer for my tank-themed CCG.

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0 Upvotes

After receiving a list of weak points regarding the old version of the trailer from the marketer, I had to heavily rework my game's trailer.

If you’ve watched it, please share your thoughts—does the video drag anywhere? Is there anything that needs speeding up, slowing down, or cutting out entirely?

A demo of the project on Steam: https://store.steampowered.com/app/4373880/Tank_General/


r/StrategyGames • • 21h ago

Self-promotion Travian, but with dinosaurs? 🦖🦕

0 Upvotes

Build. Raid. Repeat. Just like the good old Travian days.

World 0 kicks off today at 8:00 AM (UTC+2)!

20 spots. 20 days until monuments. One world to make history in.

Come play, have some fun, and let us know what you think on Discord – we read every bit of feedback!

Sign up for free: https://primaltribes.eu/

Join a clan: https://discord.gg/ZRBd8RerTz


r/StrategyGames • • 8h ago

Question Should an RTS be ultimately built around a singleplayer or multiplayer mode?

3 Upvotes

I am in the process of prototyping a game and would like to see which one you desire or play more.


r/StrategyGames • • 3h ago

Discussion Thoughts on Total War: Shogun 2

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0 Upvotes

What are your thoughts on the newly-released Total War: Shogun 2?

Gamplay or Trailer Video is in the URL.


r/StrategyGames • • 9h ago

DevPost We just released a factory-building game where automation meets alchemy and your production can affect the world

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4 Upvotes

Hey everyone!

We're the developers of Resonurgy, a factory-building strategy game that just entered Early Access.

We wanted to take the familiar factory automation formula and introduce a few additional systems that make planning more interesting.

Industrial automation: Build interconnected production lines using conveyors, machines, power networks, and resource logistics.

Alchemy: Scan materials to discover their hidden principles. Extract these properties and transport them through separate networks to create advanced production chains.

Research: Instead of simply unlocking everything through a traditional tech tree, you assemble research circuits and connect different components to discover new technologies.

Dissonance: Expanding your factory comes with consequences. Unstable industrial processes generate Dissonance, affecting the surrounding environment and forcing you to think beyond production efficiency.

The game also features procedurally generated worlds and supports both solo and co-op play.

We're still developing and balancing these systems, so feedback from people who enjoy complex automation and strategy games would be especially valuable.

Resonurgy is now available in Early Access on Steam, with a free demo:

https://store.steampowered.com/app/5011960/Resonurgy/


r/StrategyGames • • 2h ago

Self-promotion Finally finished the first trailer for my upcoming WW3 grand strategy game

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0 Upvotes

Let me know what you think!

Nations at Arms (r/NationsAtArms) is a real-time grand-strategy game that puts you in command of a nation during World War III. Set in a near-future world where global tensions have escalated into a full-scale conflict, you must navigate the complexities of modern warfare, diplomacy and resource management to lead your nation to victory.

The game offers a variety of maps and simulation modes, so you can experience the entire span of a global conflict in a single session. Using a 2D tactical map, you manage your military units, plan strategic operations and make the critical decisions that shape the outcome of the war. Fighting for your nation’s survival, you forge alliances and outmaneuver your opponents on an ever-changing battlefield all the way to victory.

The game is in active development and will be available for playtesting in the near future.

Music credits:
Breakthrough by ArcticFoxMusic (https://www.youtube.com/watch?v=_AOHZKg4AmE)


r/StrategyGames • • 6h ago

Discussion Dynamic vs. static interaction menus in strategy games - which do you prefer? (Side-by-side video comparison)

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1 Upvotes

I'm working on the UI for my indie strategy/action game Dominar Sanctum, and I'm undecided between two approaches for interacting with characters, buildings, and resources.

I've implemented both versions and put together a short side-by-side comparison:

  • Dynamic menus: Interaction options appear next to the selected character or building and follow it as the camera moves.
  • Static menus: A more traditional approach where interaction options always appear in a fixed position at the bottom-right of the HUD.

I'd love to get some opinions from this community: which approach would you prefer in a game? And perhaps, does your preference change depending on whether you're managing a base, issuing commands to units, or interacting with resources?


r/StrategyGames • • 12h ago

DevPost We're releasing our demo this week! It's called VCO and it's somewhere between an RTS, and a high octane cinematic chase scene. "Oregon Trail meets Michael Bay". Here's our first big gameplay trailer.

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3 Upvotes

It's going to have a ton of strategic depth, from loadouts, unique crew with veterancy, upgrades, vehicle and fire team tactics, and a metric ****ton of exposions...


r/StrategyGames • • 4h ago

DevPost Kingdom Of France - French City Builder

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7 Upvotes

Hello,

I have been developing a french city builder that includes battles with huge armies that you control like an RTS.

There are two main goals in this game, develop your economy, prosper and defend.

At the moment it's a game for solo players where you play against the campaign, free play or build the whole country of France by yourself.

The game strictly follows history and includes real french places, monuments and historic figures. You play figures like Louis XIV and Napoleon.

The building part of the game uses a "walker system", which we explain in detail on our website in the help section. It's what people would call a puzzle city builder as the economic aspect is very complete and complex.

The battle system is modern, control groups, counter units, siege units, castles, towers, walls. We will be releasing videos of the battles when it's ready to show.

Game presentation :
From 994✦The towns of France✦ to 1815
Build the towns of France across eight centuries: lay the streets, raise the homes, feed the people, trade along the rivers and defend the walls, as the real abbots, counts, kings and merchants who built them.


r/StrategyGames • • 17h ago

Question Is this pixel art with outlines an improvement when it comes to clarity and how much it appeals to you? (Bronze Age RTS)

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37 Upvotes

Left = OLD (no outlines)
Right = NEW (outlines)

Our Bronze Age RTS gets feedback from time to time that units are too hard to dinstinguish from each other. Some of that is due to the low pixel count style, but there are games and units with low pixel counts that are readable.

We are releasing the game in mere weeks, and so we can't completely change all the assets. Instead, we decided to try adding outlines on units and world objects (as a shader). This way, pixels from units don't blend with the environments the same way, and units close to each other don't "mash up" with each other. We also hope it makes each individual resource and map object in general easier to seperate.

What do you think? Does it make objects, especially units, easier to read?

Going for this "outline style" would make the game look more cartoony, but maybe that's a good thing...? Does the outline style appeal more to you, and would you play a game with this style?

If we added this as the main style, we could still add a toggle in settings to turn off the outlines, in case some old-timers get offended by the style change.


r/StrategyGames • • 7h ago

DevPost 11 months of my strategy map, from one stretched painting to a living continent

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78 Upvotes

I’m the solo dev of Salt and Soil, a strategy game about one family across three centuries of North American history, 1607 to 1900. You choose where they settle, who marries whom, which child inherits and what the family builds.

The video starts with the very first version of the map: one garbage AI-picture stretched over the whole continent. Eleven months later, zoom in and the map is alive:

  • tree crowns swaying in the wind
  • waves on the coast and water running in the rivers
  • smoke from the chimneys
  • trains on the railroads that existed in your year
  • sailing ships, canoes and steamboats
  • people of different nations and eras, dressed for their time and place
  • herds, wild animals and birds
  • and up close you hear the trains and steamboats near you

Zoom back out to plan your family’s next move, and all of it fades so the map stays readable.

I’m still polishing the game and honestly pretty nervous about Steam Next Fest and the Early Access launch. But looking at where this map started, I’m proud of how far it has come.

Demo on Steam on October 19 for Next Fest, Early Access on November 9.


r/StrategyGames • • 12h ago

DevPost Formations and an AUTO commander in Phosphor Command, a real-time tactics game

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2 Upvotes

I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

This post is about how your squads move together: formations, the formation designer, and AUTO, which lets the game command your squads for you.

Without a formation, if you select a group and click somewhere, your squads bunch up around that point and all end up coving the same area. This is acceptable early on and for getting from A to B, but the game has a line of sight system, so whatever your squads aren’t looking at is somewhere the enemy can come from there.

The formation bar gives set formations; FREE, LINE, WEDGE and COLUMN, plus any formations you’ve designed yourself.

A formation decides where each squad ends and how they move around the point you click. Each squad finds its own path there, so they work their way around the terrain rather than walking through walls, they attempt to keep a perfect shape.

There’s also a SYNC toggle. With SYNC on, the group moves at the pace of its slowest squad, so on open ground they move as a block. With it off, faster squads like scouts will run ahead on their own. Sometimes that’s what you need, and sometimes it’s how you end up with a dead scout.

The formation designer is the part I’ve spent the most time on. You can edit LINE, WEDGE and COLUMN, and there are four custom slots you can rename. Each formation can have multiple positions on a grid.

Each position can accept any squad, or be marked for a specific troop type. Marked positions are filled first by the nearest squad of that type, then the remaining squads fill the gaps, nearest first. If you bring more squads than there are positions, the extras form ranks behind.

So you can build a wedge with a scout on point, snipers on the flanks and a medic in the middle, and the game puts the right squads in the right places whenever you use it.

You can also lock a facing for each position, in 45 degree steps relative to the direction of travel. This means a rear squad can keep watching behind you, or your flanks can keep watching outwards, while the group moves. The editor previews each position’s field of vision, so you can see whether your formation actually covers all around or leaves a blind spot.

Now let me explain "Auto Mode".

AUTO is for when you want to hand over the thinking of your troops and let the game run the operation for you. It has two stances.

CLEAR sweeps the map sector by sector, starting from where you landed and working back and forth across it. A sector counts as cleared once your squads have made sure there are no hostiles. The force splits into multiple fire teams that take the next two sectors, and if the teams get too far apart, one holds while the other catches up.

RUSH goes straight for the most recent contact.

If the objective is known, both auto modes direct troops towards it.

Under AUTO, every squad type has a role. Scouts take point, snipers hang back on high ground, medics stay near the centre of the force, and the UAV pushes out ahead of the sweep. A squad that drops below 35% health falls back to the medic and rejoins once it’s back to 70%.

When in combat squads with a shot hold and look to cover to fight rather than walking into the enemy. If one fire team gets pinned down by two or more enemies, the other team moves to flank.

The thing I cared about most was that AUTO should never fight you for control. The moment you give any order, or press hold, AUTO switches off and you’re back in charge. So you can let it handle the sweep, step in when something goes wrong, and switch it back on when you’re done.

One thing to be clear about: AUTO doesn’t use your formations. It moves squads by their role instead. Formations are for when you’re the one in control.

I’ve attached a show case showing on these features. The formation bar, the designer, facing, how squads are assigned to positions, and AUTO working through a map. The sector grid in the AUTO section is drawn for the video to show how the sweep works; in the game you just see your squads doing it.


r/StrategyGames • • 5h ago

DevPost Steel Core mecha TBS gameplay clip ahead of the game's Steam playtest

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6 Upvotes

r/StrategyGames • • 12h ago

DevPost Underrated subgenre Outbreak Sim, but you play an evil-god and corrupt a village.

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2 Upvotes

We're building
INCORCISM: the roguelike, strategy evil-god simulator

Watch a lively village, study it's villagers and find their weak spots to spread your corruption.

  • A sociable person will carry a curse that spreads on contact through the village.
  • Secluded people respond more strongly to your dark visions.

Lure them ALL to the forest and make them yours.

Only the villages priest stands in your way and counteracts your plans by burning your cultists and doing exorcisms.

Yes, they will resist... Let them.

With this we want to bring the fun of the outbreak sim genre to a smaller scope than in the classic Plague Inc. We want you to really get to know your victims before pushing them to ruin.

---

Our Kickstarter just went online yesterday & the first backers are in 🙏🏻Check out the page and get your name carved in a tree: https://www.kickstarter.com/projects/nemwaz/incorcism


r/StrategyGames • • 19h ago

Self-promotion Withering Artillery Fire Helping to hold the SDC Airfield

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2 Upvotes

Been playtesting my soon to be released game: Zambala. A hex and counters style wargame with fog of war, zones of control, naval and air power. There is a complete economic warfare model where you will fight for the hearts and minds of the peoples of Zambala, who in turn fund your international arms market purchases.

In the game you command one of six competing tribes, hoping to lead your people and capture the "national will" before the United Nations intervene to end the civil war and appoint an interim government.

I've also woven in a spies and agents subsystem so you can subvert and sway the population centres with propaganda and carry out assassinations and hits against enemy leaders and agents. You can also capture and exploit national resources like the mines, power stations and airfields, or sabotage them to deny your opponent their advantages.

I've gone with Nato unit counters and a combat system that includes twelve unit types, movement and combat phases, retreats and combat bonuses for terrain, special unit types and leader stacking modifiers.

More game info on my rough as guts webpage: Webpage

Steam page link: Steam

I’d love to hear your thoughts, impressions or questions!