AI War:Minimizing Micromanagement

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How Do I Minimize Micromanagement?

Q: One of the main features touted on the game marketing blurbs is the lack of "painful micromanagement." From what I have seen with my early experiences with the game, there seems to be a ton going on that I have to keep track of. Can you explain what the marketing stuff is talking about?

A:

First, What Do We Really Mean By "No Painful Micromanagement?"

Perhaps the term that would best describe AI War is "facilitated micromanagement." In other words, the game is set up in such a way that you can micromanage to your heart's content, as much or more so than any other RTS game. There is more to do in AI War than most RTS titles (similar to most 4X games), so if you just leap into AI War and try to play it like any other RTS, you could indeed spend as much or more time than normal micromanaging all the various aspects of your empire.

The key thing to realize, however, is that this is too much for any one person to manage -- you have to start delegating. In many recent RTS games, this means simply taking out entire subsystems (the economy, for instance) and providing a simpler overall experience. This works for mainstream titles catering to people new to RTS or just looking for a lightweight experience, but grognards gravitate toward AI War for a reason: we provide all the complexity of an RTS married to a 4X game, but also give a huge array of tools for delegation of those complexities. For example:

  • If you want to fine-tune your economy, you can do so, but the game does not require you to.
  • If you want to focus on fleet composition and positioning to maximize every possible benefit, you certainly can (and the game, especially the most recent versions, has some tools to help you do so), but most people just use automated construction loops and then quickly divide up their forces (using easy tools for that also) before battle.
  • If you want to enact super complex tactical management, you can do that too, but many 4X fans focus more on fleet composition and just let the battles play out largely on their own. Most players, if anything, use some simple tactics (part II here) when they can, during particularly important battles, and otherwise set things up to be automated. In AI War, unlike most strategy games, there are a huge number of battles that play out in a very automated system based on what players previously told their units to do (and telling your ships what to do is also a pretty simple affair).

What does micromanagement even mean, really? In our definition, it means the stupid, boring, repetitive tasks that you must undertake in nearly all strategy games, but which don't have anything to do with strategy. It can also mean the stuff that requires you to hand-hold all of your units in battle to make sure they actually get the job done in a manner that is all satisfactory (thus giving players who click fast a significant advantage over those who don't, as seen in the majority of RTS titles).

What we have not cut out is the complexity, as this is a complex game for very good reasons. When you get rid of all the micromanagement and boring, repetitive tasks, this complexity seems a lot less so because that is the game, that's what you are spending your time thinking about and acting on. When the above link was published, a lot of the AI War playerbase wrote in on the forums to protest that they didn't really think the game was that particularly complex, not in the negative way that a few reviewers have implied it was. Clearly they are part of the most central demographic for enjoying the game, so their idea of complexity be a bit different from the overall norm, but you could say the same of any 4X game fans.


How Does The Game Automatically Cut Out Micromanagement For You?

This section is a list of many of the things that the game automatically does for you -- that you don't even have to think about -- in order to minimize micromanagement:

Economy

  • Metal/Crystal harvesters are automatically built on planets you take over when there are no hostile enemies present, and are automatically rebuilt in the same fashion if they are destroyed.
  • When you start a new game, you start with a huge bunch of resources, in addition to your automatically-placed harvesters, as well as a lot of knowledge. So the first actions you actually take are typically to unlock some specific first technologies, to do a bit of scouting of the nearby area, and then get on with the attack. It's not uncommon for players to take their first planet in the first 10 minutes (during the same interval in many RTS games, many won't even have started building military units yet, as they are still focusing on their economy buildup -- online rushers aside, obviously, we're talking about standard players).
  • The entire economy is flow-based, meaning that you never have to spend up-front resources to build even the most expensive units. This means that you can start construction on any unit when you feel like it, rather than having to wait around until you hit some resource threshold.

Non-Combat Units

  • Engineers automatically work in a given area, keeping themselves busy. Putting them into FRD mode (see below) lets them cover an entire planet. We also made all engineers teleporting to cut down on time you might need to spend waiting for them to do stuff.

Combat Units

  • Ships automatically attack anything that comes into their range. Given that the vast majority of ships are ranged, the default behavior for them is to simply sit where you told them and fire, which keeps things organized but which keeps you from having to oversee every skirmish to tell ships to attack. The few melee ships are automated rather like engineers, in that they will automatically chase down enemies rather than requiring you to manually oversee them.
  • Ship auto-targeting is extremely, extremely good. Normally in a battle, your ships will automatically handle things just fine. You are responsible for ship positioning and fleet composition, but that's it. You can take more fine-tuned control, and you can give ships overriding target-type preferences, but you don't have to. The game lets you express yourself in an appropriate scale, letting thoughtful design and instructions override the need to tell each specific unit what to fire at.

Knowing What Is Going On In Your Empire

  • In-game tooltips give you the rankings for which ships are strongest and weakest against which other ships in the current game. This eliminates the need for players to have to memorize stats, which we view as a form of micromanagement.
  • The various toolbars and icon displays in the game tell you what is going on with your empire, as well as your local fleet, at a glance with the ability to drill down to get more information in most cases. This prevents another form of micromanagement common to most strategy games, namely the need to keep manually checking key locations for enemy invaders. In AI War, if the numbers in the upper right of your HUD are good, you know there's nothing to worry about. No more obsessive checking to see what's going on, you can spend your mental energy on something more productive to your strategy.

General Interface

  • The interface is set up to make the most common actions really easy, while not cluttering it with every possible action. Hunting through tons of on-screen buttons, or tabbing through multiple panes of buttons with multiple clicks to accomplish one thing, are another form of micromanagement we eschew.
  • There are a ton of hotkeys, as in most RTS games, but unlike most we don't hide them -- we have an index of them right in the game. With far too many strategy games, you have to go scouring forums to get a nearly-complete list of handy hotkeys.
  • Where needed, the game is intelligently designed to prevent common accidental mistakes that players often made in early versions of the game. One awesome usability feature that several reviews have strangely complained about is the fact that to send units through wormholes, you must Ctrl+click. "Why not just right-click to send units through?" a couple of reviewers have asked. Simple: in early versions where that was the behavior, players fighting around wormholes were constantly sending their ships through the wormhole when they did not mean to. The addition of the Ctrl key very concisely allows the players to explicitly state what their intent is, so that the game doesn't misunderstand them to frustrating effect; this is but one example of a wider approach to the game that prevents players from having to engage in pixel-perfect mouse clicks and other, similar, frustrations.


What Tools Are There For Players To Otherwise Eliminate Micromanagement?

This section is about the various features that help players express their will to the game in the most concise way possible, cutting out tedious or repetitive steps found in many strategy games. Some of these are unique to AI War, others are found in various other recent strategy games but are (sadly) not yet genre standards. There are a ton of practical tips you can use in here, by the way.

Unit Construction - Queue-Based

  • The most obvious construction tool is that of build queues for docks, factories, and similar. Simply place the dock on a loop, then put the ships you want in the queue, and it will keep building that mix of ships until you later come back and alter it, or pause the dock.
  • Each build queue slot can hold up to 50 ships of the same type. It would be a pain to click 50 times to fill each slot, so the game lets you Shift+Click to add/remove them 5 at a time, or Ctrl+Click to add/remove them 50 at a time.
  • Want to build something right now from your build queue without messing up the overall queue? No problem. Just Alt+Click queue items to send them to the front or the back.

Unit Construction - Directly-Placed Structures

  • If there are hostile enemy ships in your system (thus preventing your harvesters from auto-rebuilding), you can still repopulate them with ease. Ctrl+Click the icon of the metal and/or crystal harvesters to instantly start any missing ones to rebuilding.

Non-Combat Units

Combat Units

General Unit Management

Knowing What Is Going On In Your Empire

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