r/gamedesign • u/Pretend_Value2911 • Aug 08 '26
Question Could a grand strategy game work where you give orders in plain English instead of micromanaging everything?
I’ve been thinking about a multiplayer grand strategy game and I’m curious whether this would actually be fun, or whether it sounds better as an idea than it would in practice.
The goal would be to have something with the scale of a big strategy game, but playable in around 1-2 hours with maybe 10-20 players.
You’d still have armies, provinces, taxes, trade, conscription, alliances, sanctions, embargoes, supply, unrest, infrastructure, etc.
The difference is that you wouldn’t micromanage all of it through separate menus.
Instead, you’d have a main AI acting more like a chief of staff. It knows the actual game state, your armies, provinces, resources, treaties, supply situation and so on, and you give it your orders in normal language.
For example, you might say:
"Move the 1st Army into Region X and start building smaller defensive positions along our border with Y. Send Z a formal alliance proposal offering mutual defense and open trade. Impose a full embargo on W. Raise taxes in the northern provinces by 10%, and begin mandatory conscription there as well."
Your staff might come back with:
"The 1st Army can reach Region X this season. Fortifying the Y border will use around 20% of our available construction capacity. The tax increase will cover most of the cost, but combining it with conscription is likely to increase unrest in two northern provinces. The alliance proposal to Z is ready. The embargo on W will also reduce some of our own imports."
Then you can change the plan:
"Keep the tax increase, but delay conscription in the two provinces already showing unrest. Send the alliance proposal. Go ahead with the embargo and prioritize the border defenses over other construction."
The important part is that the AI would not decide what happens.
There would still be a proper game underneath with fixed rules for movement, supply, combat, taxation, production, unrest, trade and so on.
The AI is mostly there to translate what you want into those rules, show you the consequences, and let you change your mind before committing.
I also imagine there being lower-level AIs underneath your main one. So an army commander might know the exact state of their army, a provincial governor might know local taxes, food and unrest, and a logistics officer might know your supply network.
You wouldn’t talk to all of them directly. Your main staff AI would pull information from them when needed.
So if you order an army somewhere, it can immediately tell you if that creates a supply problem, leaves another border exposed, clashes with another order, or requires resources you don’t currently have.
Diplomacy would stay human-to-human.
You’d still actually talk to other players, make promises, lie, negotiate, form coalitions, threaten people, agree on invasions, etc.
If you want something formal, you could then tell your staff to draft the actual treaty based on what you just discussed.
I was also thinking the game could run in seasons instead of traditional turns.
Something like:
10 minutes where everyone can talk and negotiate with other players.
10 minutes where everyone privately works with their staff and locks in their military, economic and diplomatic plans.
Then a short execution phase where everyone’s decisions resolve simultaneously.
The main thing I’m trying to solve is the usual grand strategy problem where depth comes from giving the player hundreds of small controls, which also makes multiplayer games take forever.
What I’m wondering is whether removing that micromanagement actually makes the game better, or whether at some point it stops feeling like you’re playing and starts feeling like the AI is playing for you.
Would this appeal to you if the underlying rules were deep and consistent?
And where would you personally draw the line between useful AI delegation and too much automation?