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scotty79 parent
> Your operational choices boil down to whether you want to pass through planet C, to trade time for flexibility.

I don't think that's true, at least when programs play it. Key to victory was making sure that you have enough of forces to capture the planet you are sending your forces to. It was always about having the right sized fleet ready and sending right sized fleet sometimes from multiple sources to capture the planet and increase your production as a result.

It's true that the game had perfect information, instant communication and no randomness in battle outcome. Are those necessary elements for something to be operations game or are those just elements that particularly interest you?


ashdnazg
That's a good point, the matter of timing different fleets from different sources to arrive at the same time is definitely an operational challenge.

I think it's a bit difficult to describe a game as purely strategic/operational/tactical.

Games can contain strategic/operational/tactical elements or choices, and I would say that a game where the vast majority of choices are operational can be called an "operations game".

When I played Konquest/Galcon, I felt that the biggest challenge was figuring the correct timing and order of expansion, which to me feels like strategy. It's very possible that AIs would disagree with me.

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