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lLove the concept, and how you borrow from classic abstract games, in terms of game play and graphics. Chinese (auto)chess and go meets rts. Do you intend to finish it?

Hey thanks! I wasn't really planning on finishing it, but you've pointed out something very interesting – it's like auto-chess. That's something I wanted to work on for a while now, but I've struggled with ideas. This concept could be a great starting point actually, thanks for this!

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My pleasure. Let us know what you come up with!

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I'm new to game dev so i'm not sure how relevant it is, but coming from social science and data science, it reminds me of agent based / multi-agent modeling. If you're interested in modeling/designing the effect of individual behaviors on a system, you could go have a look at what academics do. There is an open source software called netlogo, for instance, that comes with a lot of basic premade examples like bird flocking, ant colony behavior, virus progagation, social cooperation, wealth inequality, or harder science models like crystalization or enzyme kinetics. The script language used is made for scientists, not devs, so its pretty easy to read and could give you ideas for game mechanics.

Ah that's very cool! I'm a big fan of systems, dynamics, and analytical complexity. While I've heard of netlogo I've not given it a proper look, it might be good to do that now. In the past I've used machinations.io to model economies, and it still amazes me how simple numbers with out any real graphics can be so captivating. Like I can spend a solid fifteen minutes just looking at numbers going up, and down. But, admittedly, systems aren't fun in their nature. We add it through the psychology of play and tension, which is whole another topic that I absolutely love. Thanks for the ideas! :)