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Aggressors - Dev Diary #2 - Military Command

 
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Aggressors - Dev Diary #2 - Military Command - 5/25/2018 1:26:24 PM   
Daniele

 

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Joined: 2/7/2015
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I am a huge fan of 4X strategy games. I love the whole idea behind it: you start as a small nation which slowly gains the respect of others, you see your economy grow, you advance in technology, build an army… You watch your empire rise and you develop an attachment to your own people. You care about them. If your country is invaded you literally feel betrayed and in danger because you know your people suffer.

On the other hand, I have always liked tactical games like Panzer General where you don't command small units but have a full control of your army. You are in charge of all the important aspects of a military campaign from a macro level.



Being an emperor and a general at the same time - that was what I wanted to achieve when I started the development of Aggressors. In my mind, Aggressors should be a simulation of a real military campaign with the need to balance realistic aspects like supply management, loyalty, army morale, soldiers attitude and other threats like starvation or desertion. Overall, there are many different factors you need to take into account when planning your military campaigns in Aggressors. Remember, winning battles is important but, in the end, you need to win the war.

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