
Generally auto resolve combat move the focus from the tactical moments to the strategic planning, but you seem to still want the pleasure of tactical combat with the heavy engagement in them. It's basically a design problem, reading between the line you want the satisfaction of combat's consequences with the complexity of decision but without the enactement of the action. Terrain implications are at play too but most players will only really see the big upsets which basically sums up to: "Don't attack across rivers or onto mountain terrain tiles".Īre there general rules or guidelines on how to approach abstract/calculated combat? Complexity is okay as long as it's easy enough for the player to grasp, but how does one avoid the trap of an ultimately simple paper rock scissors type of situation? Unfortunately Total War's calculations essentially mash units together and it's relatively easy to figure out how to game the auto resolve in your favor.Ĭonversely, there are games like Crusader Kings 2, where all combat is "auto-resolved" but is almost too complicated as it's difficult to calculate that building an army X will yield Y results in those combat situations. It is too dull for us to play out the combat and it slows down the "flow" of playing a game.

I have been thinking about games that abstract the combat as myself and several friends have a tendency to hit the auto resolve button on games like Total War.
