GAME DESIGN · IN DEVELOPMENTAM / 05

Endure the pressure.

General AI is being designed to put your plan under pressure.

Skirmish / Endure is designed as a standalone match with a selected initial world state. Its profile determines available forces, permitted work and continuation rules. Industry, roads and supply remain part of the confrontation.

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A vehicle from the project archive. Its appearance does not establish faction membership.
PROJECT ARCHIVEA vehicle from the project archive. Its appearance does not establish faction membership.

An opponent acting through the system

01 /

Discover

Reconnaissance clarifies forces and critical connections. Uncertainty makes you work with available information and test your assumptions.

02 /

Disrupt supply

Cutting a route changes a unit’s position before the main engagement. Protect the road, find a detour or change the operation’s plan.

03 /

Develop pressure

The General’s design includes evaluating results, regrouping and using an opening. The interval between attacks also demands a decision.

04 /

Maintain the rear

The same material world constrains the opponent. Its actions need sources, available forces and an explainable continuation.

Brutal stays within the rules

Brutal is designed as a difficulty level where pressure comes from the opponent’s decisions in the shared world. Its principles exclude hidden free resources for the AI and predetermined losses for the player.

The starting state matters

One territory can support different match conditions. The chosen profile defines available resources, depletion and permitted work. Long War is considered separately as an extended confrontation. Detailed conditions and availability will be announced as development progresses.

General AI, Brutal and world profiles are in development. These are their design principles; player availability will be announced separately.

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