Retro Perspective: Strategy vs Tactics

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Archived from groups: rec.games.empire (More info?)

A few thoughts re strategy vs tactics:

IMHO, Empire as in its current form is primarily a tactical game. In
fact, it is the best tactical game I know of. Empire has the capacity
to transcend the gap between strategy and tactics, but, for it to be
truly strategic, there need to be more strategic decisions to be made.
These are decisions that influence how you develop your forces/country
and how you play the rest of the game.

Examples of current strategic decisions include pushing tech, going
for rapid expansion, using diplomacy to max, and which neighbour to
attack (usually based on fodder index). However, there are only a few
strategic choices to be made. And in the end, most players utilise a
similar strategy, and the difference between most non-newbies is in
tactical combat and ability to optimise growth and development.

Traditionally commercial games have been tactical or strategic. Some
have tried to incorporate both by having a strategic map and a battle
map (eg Caesar and Shogun). But for strategy and tactics to work well
in one game, they need to be intertwined. Rise of Nations (never
thought I would say a good thing about a Microsoft product) is an
example of a game which is succeeding in this.

Empire also has the capacity to achieve this. In fact most of the
required elements are already present in some form. The suggestions in
this thread sound good to me, but you need to go further. There need
to be more strategic decisions/choices that must be made. And these
have to come at a cost. If you pick choice A, your ability to do
choice B will be limited. Examples might include:

1. Tech:
different tech trees for land vs air vs naval forces (maybe nuke as
4th, or it can be based on research alone). This can be coded for by
allocating a proportion of tech built to each arm (would be too
complicated to have 3 different tech centres). Eg 50% air, 40% naval,
10% land. All tech influenced factors would fall into the most
appropriate category (eg flak and fort range would be part of land),
but some factors might be influenced by total tech (eg food production
and radar). Before you say it is unrealistic to allow somebody to
focus on just one tech arm, I think to do so would be to invite
disaster, and a cost weighting would need to be included to stop air
power becoming powerful too quickly.

2. Research:
Not important in most games except for nukes but should be. Plague and
Res_pop vastly increase the importance of a decision to push research
and should be routinely enabled.

3. Fuel:
Needs to be more important. Make us fight more for oil. Strategic
reserves have already been suggested. But charge an upkeep fee
(similar to mil reserves) for this privilege.

4. Happiness:
Make this more important than just for preventing/producing che (and
to a small extent work). Suggestion that it be linked to cash
generation an excellent idea. But why stop there? Also link it to
productivity in terms of avail and production of materials.

5. Education:
I am not even sure why we have edu when its sole purpose seems to be
to increase the efficiency of generating tech. It could be used for a
variety of things such as affecting research, or even improve the
combat effectiveness of mil!

These are just a few suggestions. I'm sure that you can think of
others. Although I am not a programmer, I don't think the above would
be too hard to code.

:)

Wahbit
 
Archived from groups: rec.games.empire (More info?)

"wahbit" <wahbit2@hotmail.com> a écrit dans le message de
news:80e67ffa.0406140351.66a72220@posting.google.com...
> A few thoughts re strategy vs tactics:
>
> IMHO, Empire as in its current form is primarily a tactical game. In
> fact, it is the best tactical game I know of. Empire has the capacity
> to transcend the gap between strategy and tactics, but, for it to be
> truly strategic, there need to be more strategic decisions to be made.
> These are decisions that influence how you develop your forces/country
> and how you play the rest of the game.

If you want Empire to be purely strategic you'll have to remove a lot of
things. As you said right now it's a pure tactical game.
Things like who to attack and who to ally is diplomacy, not strategy.
A good way to compare a pure strategic game and a strategic game with
tactical elements would be to compare A World At War (pure strategic) and
World in Flames (strategic with tactical feeling). I think we could use some
of their ideas in Empire.

> Examples of current strategic decisions include pushing tech, going
> for rapid expansion, using diplomacy to max, and which neighbour to
> attack (usually based on fodder index). However, there are only a few
> strategic choices to be made. And in the end, most players utilise a
> similar strategy, and the difference between most non-newbies is in
> tactical combat and ability to optimise growth and development.

Right. There's nearly not a single strategic choice in Empire. Everybody is
doing edu then tech, try to gobble fodders then enter a diplomacy phase to
secure interesting allies.
Of course, the unit set can induce strategic choice when units are really
expensive for example.

(...)

> 1. Tech:
> different tech trees for land vs air vs naval forces (maybe nuke as
> 4th, or it can be based on research alone). This can be coded for by
> allocating a proportion of tech built to each arm (would be too
> complicated to have 3 different tech centres). Eg 50% air, 40% naval,
> 10% land. All tech influenced factors would fall into the most
> appropriate category (eg flak and fort range would be part of land),
> but some factors might be influenced by total tech (eg food production
> and radar). Before you say it is unrealistic to allow somebody to
> focus on just one tech arm, I think to do so would be to invite
> disaster, and a cost weighting would need to be included to stop air
> power becoming powerful too quickly.

What do you think about my tech variation ?

> 2. Research:
> Not important in most games except for nukes but should be. Plague and
> Res_pop vastly increase the importance of a decision to push research
> and should be routinely enabled.

You are not introducing a strategic choice but a new necessity.

> 3. Fuel:
> Needs to be more important. Make us fight more for oil. Strategic
> reserves have already been suggested. But charge an upkeep fee
> (similar to mil reserves) for this privilege.

Strategic reserves of everything would certainly help lessen the
micromanagement.

(...)

Ressources in Empire are too plentiful to need any choice. I think it was in
IW4 that we saw a new sect type using cms to generate cash. This is a good
way to give more choice to a player:
- more cash ?
- more shells ?
- more units ?

We're talking about reducing the number of sect producing oil and dust but
iron is simply too easy to produce. The usage of cms must be a choice, not a
consequence of not having enough money to use all the lcms we want in a
library for example.
In short, money should not dictate all production choices.

Chtom.
 
Archived from groups: rec.games.empire (More info?)

>Things like who to attack and who to ally is diplomacy, not strategy. A good
way to compare a pure strategic game and a strategic game with tactical
elements would be to compare A World At War (pure strategic)

I'm not familar with "A World at War", but the main thing in a strategic game
is lines of communication, the best example might be the invasion of Russia by
Germany in WW2.

Prior to WW1, thinking on strategy in terms of lines of communication had
reached a very high level (say in the book "The War of Lost Opportunities" by
General Max von Hoffmann) but somehow since the end of WW2 the development of
atomic weapons seems to have made such thinking recede into the background, as
nuclear weapons were so powerful everything else seemed irrelevant.

For sea lines of communication WW2 is probably also one of the best examples,
for example getting supplies and forces to Europe from USA against the U-boat
blockade, sailing around the south tip of Africa versus sailing through the
Mediterranean, etc.

The game of "Diplomacy" is the best example of a game that rewards betrayal of
trust, I don't really like such games but I do like strategic lines of
communication so that is where my focus was in the late 1980s as far as empire
goes. The highway network should be the most important land factor in the game,
if not something is wrong with the game as far as not being strategic in that
meaning of the term.

You can also have air lines of communication as well as land and sea lines,
Lersing and I worked together to set up lines of communication for our mutual
air forces that allowed us to beat Guzzer one game, the best example that comes
to mind (a string of airports all in range of the next so we could move planes
around the world)
 
Archived from groups: rec.games.empire (More info?)

"Akorps666" <akorps666@aol.com666> a écrit dans le message de
news:20040614181801.07806.00001088@mb-m06.aol.com...
> >Things like who to attack and who to ally is diplomacy, not strategy. A
good
> way to compare a pure strategic game and a strategic game with tactical
> elements would be to compare A World At War (pure strategic)
>
> I'm not familar with "A World at War", but the main thing in a strategic
game
> is lines of communication, the best example might be the invasion of
Russia by
> Germany in WW2.

I wouldn't say it's the main thing but a prerequisite for everything else.
In tabletop wargames it is called supply and without it all your actions are
limited/less effective.

> The game of "Diplomacy" is the best example of a game that rewards
betrayal of
> trust, I don't really like such games but I do like strategic lines of
> communication so that is where my focus was in the late 1980s as far as
empire
> goes. The highway network should be the most important land factor in the
game,
> if not something is wrong with the game as far as not being strategic in
that
> meaning of the term.

Let me just paste a comment I made about supply in Empire:
"Simplifying resupply:
Here the idea is to have automatic resupply. It could be from sects or
special units radiating supply, eventually chaining (automatically) to some
central pile of supply or just using some virtual supply ammount (like the $
in the treasury or the mil in reserve).
You could have supply range expressed in sect or in mob cost (thus making
highway precious to bring the supply farther).
Pro: may be more strategic warfare to maintain/cut supply
Con: far more harder to code?"

As you see, expressing supply range in mob cost makes highway network a
must.

Chtom.
 
Archived from groups: rec.games.empire (More info?)

That's similar to the idea Scum and I had for supply when we were working out
the scheme for land units in the late 1980s
 
Archived from groups: rec.games.empire (More info?)

"Akorps666" <akorps666@aol.com666> a écrit dans le message de
news:20040615020447.27585.00001168@mb-m05.aol.com...
> That's similar to the idea Scum and I had for supply when we were working
out
> the scheme for land units in the late 1980s
>

So please, go ahead ! Explain us what were your ideas at this time. Did you
went into details to model supply in Empire ?

Chtom.