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76 votes
Accepted

How might I eliminate asymmetrical gameplay caused by turn order?

Have the players take their turns simultaneously. This also has the added benefit of speeding up the game, because players don't sit idle while waiting for the other players to make their moves. In ...
Philipp's user avatar
  • 120k
39 votes

How might I eliminate asymmetrical gameplay caused by turn order?

Do what Power Grid does: Players take turns in order of farthest behind to furthest ahead in terms of scoring (in the case of Power Grid, the player who powered the fewest cities that round). This ...
Draco18s no longer trusts SE's user avatar
21 votes

How might I eliminate asymmetrical gameplay caused by turn order?

The easiest way I could think of to balance out the gameplay for all players is to randomize the turn order after each round. While this would give everyone a fair chance, I'm worried that this ...
dnk drone.vs.drones's user avatar
12 votes

How might I eliminate asymmetrical gameplay caused by turn order?

A good way to do this that I always liked is tying turn order to some resource expenditure. Thus determining turn order becomes part of the gameplay to get skilled at. This allows for some very ...
Scott Maher's user avatar
9 votes
Accepted

Distributing damage across units in an army

I'd base the system on three basic principles: each unit type has different HP values that affects its mortality rate. all damage done is lethal (otherwise, just multiply by a scaling factor) each ...
Jimmy's user avatar
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8 votes

How might I eliminate asymmetrical gameplay caused by turn order?

One thing to consider would be to do your update at the end/start of each player's turn instead of at the end of the round. That way, every player would have the opportunity to collect freshly spawned ...
Authweight's user avatar
5 votes

How might I eliminate asymmetrical gameplay caused by turn order?

A non random way to do it, its making that to be the first player is a choice of the players. I mean, you can take the stone resource, the peasant or the first player turn token, flag, or any other ...
Undume's user avatar
  • 124
5 votes

How might I eliminate asymmetrical gameplay caused by turn order?

The Thue-Morse sequence is the fairest way to share [turns] between (two) players: AB BA BA AB BA AB AB BA BA AB AB BA AB BA BA AB BA AB AB BA AB BA BA AB AB BA BA AB BA AB AB BA BA AB AB BA AB BA BA ...
Leftium's user avatar
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4 votes

What are the advantages and disadvantages of different grids in a turn-based strategy-game?

There are very few regular polygons, which can get stacked next to each other seamlessly. These are triangles, squares and hexagons (your question mentions using pentagons or octagons, neither of ...
Bálint's user avatar
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4 votes

Are delayed abilities bad in turn-based strategy games?

My stance is there aren't inherently bad mechanics. Different mechanics appeal to different people. However, it sounds like that particular set of play testing might have found a disconnect between ...
Pikalek's user avatar
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4 votes
Accepted

How do i make turn based combat with 10+ players work?

You should not force players to make their moves under duress by giving them a ticking down countdown timer. A reasonable time limit might not be a bad idea to prevent AFK players from ruining ...
Philipp's user avatar
  • 120k
3 votes

What are the advantages and disadvantages of different grids in a turn-based strategy-game?

Square grids and pentagon grids offer a way to repeat the same shape in the same pattern in both x and y. You can make a grid of triangles, but some triangle will point 'up' while its immediate ...
Vaillancourt's user avatar
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3 votes

Turn-based combat AI with multi turn planning

When you have a game with a decision tree which grows too much when you plan too far ahead, then the standard solution is alpha-beta pruning: Don't waste time with exploring branches of the tree which ...
Philipp's user avatar
  • 120k
2 votes

Balance advantage of having the first turn

How to balance the advantage of playing first or second is hard to address in general. It would largely come down to looking at the mechanics of your game, considering possible ways to benefit a ...
Bernhard Barker's user avatar
2 votes

Are delayed abilities bad in turn-based strategy games?

There are a few problems which can arise from abilities which require a preparation time. They unnecessarily draw out combats which are already decided. Let's say the player has a completely ...
Philipp's user avatar
  • 120k
2 votes

How might I eliminate asymmetrical gameplay caused by turn order?

I very much prefer the "simultaneous turn-based" approach used by e.g. Sword of the Stars, but if you want to keep a more traditional turn-based structure, one option is to update the map between each ...
Luaan's user avatar
  • 890
2 votes

How might I eliminate asymmetrical gameplay caused by turn order?

If both players play on the same map, that might be impossible, since the first player can change what is possible for the second, so you might try to balance it out somehow different. It depends on ...
PSquall's user avatar
  • 1,332
2 votes
Accepted

Fire Emblem/Advance Wars/Turn Based Strategy like Artificial Intelligence

Here's the easy approach, which is typically the one used for board games: Write a heuristic which is able to determine how good a position one side is in. Think of it as estimating "from this ...
Trevor Powell's user avatar
2 votes

How might I eliminate asymmetrical gameplay caused by turn order?

I'll throw in how my Colonialism board game deals with this. Player order is set randomly for turn one, and I mean completely randomly: it might be player 1, 3, 2, 4, 5, or it might be 5, 1, 3, 2, 4. ...
Almo's user avatar
  • 6,678
1 vote

How might I eliminate asymmetrical gameplay caused by turn order?

I can a few possibilites : If it is a kind of role playing game, it might be possible to implement an attribute (let's stay initiative) that determines the turn order. The person who have the most ...
Shashimee's user avatar
  • 1,260
1 vote

Tips on a Turn Based Strategy AI

For the tactical AI of our turn based strategy game we use an approach inspired by utility-based decision making. Here is a simplified explanation: Each AI Action (i.e. Attack, Advance, Hide) has a ...
Stoiko's user avatar
  • 99
1 vote

How can the lategame in a 4X game be made more exciting?

Look at the Munchkin! What I am going to talk about has generally been said before, but I think that I have a perfect example to illustrate some of the points and gather them together: the tabletop ...
R.I.P.30.12.21Baskakov_Dmitriy's user avatar

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