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Airships: Conquer the Skies News

Strategy, Operations, and Tactics in Games

As previously mentioned, I really enjoy the history blog ACOUP. One of the things it's brought up recently is the difference between strategy, operations, and tactics in war. I want to talk about these in terms of how they map onto computer games, including mine.

Strategy is about what you're trying to achieve, and the big-picture of how you are going to achieve it. "Conquer the world with my unstoppable legions of doom" is a strategy, if a simple one.

Operations is about implementing strategy: troop movements, logistics, all that stuff. "March doom legion XVI towards the capital of the Alliance of Really Nice People" is operations.

Finally, tactics is about how to actually fight effectively: "Use doom trooper death cannons to vaporize enemy soldiers" is tactics.

Under this terminology, a lot of strategy games are actually mostly about operations, but the other two layers also come into play.

In Civilization games, the strategy layer is the different victory conditions and diplomacy between players. Because it's a game, the aim of your strategy is going to be "win the game", but it may be "win the game by conquering all enemy capitals, starting with the French next door" or "win the game by cultural dominance by cranking out lots of wonders". The meat of the game is in controlling operations, which means building units and moving them. Tactics are the fights between individual units, and are abstracted away.

In Starcraft, the strategy layer is entirely determined by the plot. The player does not make strategic decisions, but rather they are given operational goals as mission victory conditions. Gameplay consists of both operations (build up an economy, expand, build units, move them into position to fight) and tactics (give commands to your units during fights). Note how the terms "macro" and "micro" nicely map onto "operations" and "tactics".

In XCOM, the strategy is also told through the plot, and is roughly "use small high-tech squads to disrupt and investigate alien activities to determine and stop their evil plans". Again, you have no control over the strategy: You can't, for example, employ the strategies of "use normal national military forces to attack alien strongholds" or "ally with the alien invaders". Gameplay consists of both operations and tactics, but here it's split into two distinct modes: upgrading your base, researching technologies, and picking missions is operations, while individual missions are tactical.

So finally in Airships, especially with the upcoming diplomacy update, all three layers will be represented: Like in Civ, there are multiple victory conditions and free choice as to whom to attack and whom to ally with, giving you control of strategy. And operations means building airships, landships, and buildings, and moving your forces to attack and defend. Finally, the combat mode is where the tactics happen.

This is not to say that Airships is the best game out of those because it does all of these three layers. It's a design decision which layers you give the player control over. But I found it interesting to think about, especially because in terms of code, there are three AI modules that nicely map to these layers: a strategic one that handles diplomacy and victory plans, an operational one that builds and moves things, and a tactical one that commands ships in combat.

Version 1.0.23.9 - Bugfixes

Various bug fixes, mostly to the ship editor.

  • Fixed a bug with the game getting confused about which fleet is which after loading a saved game.
  • Fixed decals being lost when moving modules.
  • Fixed a ship editor bug where if you right-clicked to pick up a module or decal, and then pressed a key to flip it or switch variants, it would not do so correctly.
  • Fixed cases where ship could be focused on shooting and moving at the same time.
  • Fixed incorrect red outlines showing up in the move ship command.
  • Fixed buildings receiving the ship prefix in the rename dialog.
  • Fixed landship fleets not noticing that a monster nest had been cleared or occupied, changing where they could travel to.
  • Kinetic bombs no longer show a meaningless reload value.

Version 1.0.23.8

After a great deal of community testing, multiplayer games should now be a lot more stable!

  • Various networking stability fixes.
  • Various performance improvements.
  • Heavily decreased memory usage in long multiplayer games.
  • Fixed a bug where you could not split off a fleet containing landships. Thanks to Sombrero for reporting it.
  • Ships that are in the process of being boarded can no longer be put into the reserve. This is to avoid an exploit where you could lure all enemy boarders into a sacrificial ship and then put it into the reserve.
  • Taking over a ship by boarding now resets fire mode and other such settings.
  • Combat AI can now detect if a ship is immobilised in a position where it can't fire on anything, and will consider surrender in such cases.

Diplomacy Update Releases in August

I've written a lot about the upcoming diplomacy update for Airships, but have so far refused to commit to a release date. Estimating how long software takes to write is hard, and I didn't want to produce a string of broken promises. Now I'm finally close enough to everything being ready that I can do so:

The diplomacy update will come out in August 2022. It's tentatively called "Airships: Conquer Together".

So that's in about five months, nicely two years after the 1.0 release. It will be a free update revamping conquest mode and adding a large number of features. A more financially savvy person would be selling this as an expansion pack or calling it "Airships 2". But it's free, because it's where I want the game to be at. After the release, any future major features will come in the form of expansion packs.

Why another five months? I want to make sure I have enough time to test, polish, and balance the game.



What does the update contain?

Co-op combat and conquest: You will be able to fight with any number of players and AIs to each side, each controlling your own ships. You can set up individual multiplayer combats with multiple players on both sides. And if you're allied in multiplayer conquest mode, you can fight alongside each other.

Full diplomatic system: You can conduct diplomacy to determine war, peace, and a number of levels of alliance and cooperation. You can send ultimatums to demand diplomatic concessions. And the AI is able to do all of this too, including a detailed numerical explanation for why it accepts or rejects a deal.

City upgrades: You can now upgrade your towns and cities with shipyards, factories, police stations, pleasure palaces, labs, and more. Balance your expenditures between building up your empire and conquering more of it.

World ages: As the game progresses, the world enters different ages that change the rules and balance of the game. An age of storms can make it harder for airships to navigate. An age of piety will see empires racing to control holy sites. An age of exploration lets you send out your ships to seek out strange new lifeforms to study and, er, plunder.

Fleet supply system: Logistics are a very important part of warfare. Yes, you can still assemble a doom stack of dozens of ships, but it will be a lot more cumbersome than a careful deployment of forces.

Reputation system: Breaking treaties and committing atrocities will decrease your standing, while defeating pirates and slaughtering monsters increases it.

New additional victory conditions: Instead of conquering every city, you can also amass enough power and reputation to have yourself declared emperor - though other players may interfere with your coronation going ahead. Or you can forge an alliance strong enough to dominate the world. Or, if you're a cultist, you can make worms erupt from everyone's eyes. That's a kind of victory, too.

New espionage system: An entirely new set of spy actions and mechanics that reward long-term planning and produce more interesting results.

A prettier map: Inspired by renaissance maps, featuring landmarks and marginalia drawings, and a clearer presentation of information.

Revamped tech tree: Based on player feedback, and adding in new technologies for city upgrades.

Revamped coat of arms bonuses: Also based on player feedback, and taking advantage of the new features in the game.

Various other balance and user interface improvements: Too many to number here individually.



So what's left to do in those five months?

Networking: This is the big show-stopper right now. Multiplayer games still have weird lag problems and failures. I really really really want to fix those before releasing an update that's about co-op combat and diplomacy. So right now, I'm doing regular test games and updates to figure out those problems and fix them. If you have had network problems with the game such as crashes or failed reconnects, please get in touch and volunteer for those test games, so I can figure out what's wrong.

Refining AI logic and performance: The new AI code for diplomacy is mostly complete now, but it simply needs more testing as well as some performance enhancements. Turns out that considering every single treaty you could sign with every single other empire in the game is kind of time-consuming!

Updating tutorials: Because the game - and especially conquest - has changed, I need to update the tutorials. As an existing player, you may not care about this, but the game needs to be accessible to new players as well.

User experience polish: With all those new features come a lot more user interfaces that have to be made usable.

Testing and balancing: Finally, an update this big simply requires a lot of testing to make sure it actually works and is reasonably balanced! There will probably be a closed beta followed by an open beta in the months leading up to the release.

And a hundred other small things. :)

1.0.23.7

Additional fixes for rare/theoretical networking bugs.