this post was submitted on 09 Apr 2025
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Strategy Games♟️| RTS, 4X and Grand Strategy

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Hey there!

I'm working on a sci-fi grand strategy game with a deep focus on economy and market mechanics.

I'd be curious about what you'd want to see in a strategy game like that. What economic mechanics have you enjoyed elsewhere? What annoyed you? What would spark your interest?

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[–] Elevator7009@lemmy.zip 2 points 6 days ago* (last edited 6 days ago) (1 children)

Mostly a drive-by newbie to the genre so I do not have any productive answers, I just try by word of mouth from friends… just popping in to let you know there are a lot of strategy communities here. Until your post now they all looked pretty dead.

Either way I am glad your post sparked discussion here, was hoping for a nice strategy community to lurk in till I figured out more.

[–] unchartedsectors@lemm.ee 2 points 5 days ago* (last edited 5 days ago)

Yeah honestly I wondered if I should post because the place looked dead so I was afraid to look out of place, but in the end I just told myself that if nobody posts nobody will ever post, and I'd be interested in having discussions here, so here I am haha

Thanks for the links, I didn't knew them all :)

Edit: Oh and by the way, grand strategy games are games that follow the vein of Paradox Interactive games (https://www.paradoxinteractive.com/our-games/discover). Very managey games with a deep simulation where what matters is the big decisions on a strategic level, not tactical level. You manage empires, countries, dynasties...

[–] littlebrother@lemm.ee 3 points 1 week ago (1 children)

A Westwood made successor to command and conquer generals. Or tiberian sun.

[–] unchartedsectors@lemm.ee 1 points 1 week ago (1 children)

I wouldn't say no to that either!

If I may ask, what do you think Generals or Tiberian Suns made right about economy,/resources management? What made those systems particularly engaging or fun?

[–] littlebrother@lemm.ee 2 points 1 week ago (1 children)

I've played aoe. And the thing is c&c was simple. I didn't have to micro manage, clicking every half second. I'm not good at that, I like the simplicity. Call me a filthy casual but I don't have time to master more complicated and nuanced games.

[–] unchartedsectors@lemm.ee 1 points 1 week ago

Fair enough, I absolutely get the desire to focus on your favourite part of the mechanics. And Chess doesn't have micromanagement, I've never heard anyone saying it's for filthy casuals haha

[–] DmMacniel@feddit.org 3 points 1 week ago (1 children)

What I would like to see is, even when the fundamental science is the same, that different species have different technologies and different focus on materials to produce their unique constructions. That different species value different things as luxury than others (whats seem abundant on one species home planet is scarce on others or what one sees as high quality others see as utter junk and primitive).

Just take a look at the early Stellaris, where empires had different means of transportation: hyperlanes/wormhole/warp drive which gave them an interesting twist and opposing factions need to adjust their tactics accordingly.

This difference, but pushed to eleven, would be cool.

[–] unchartedsectors@lemm.ee 2 points 1 week ago

Very good points, and yeah I loved early Stellaris too. It's a shame they changed the FTLs

Actually my systems allow to do such a thing seamlessly, and I guess I'd have done it in some way, but thanks for pointing it out, it puts light on a broader design space to explore.