No.220 / 280Strategy & systems · Unit command

Farmers or Fighters

Every soldier is one fewer worker; how you split people is your strategy.

Prototype complexity
Who plays
Solo decisions
Design focus
Economy · Planning
Age of Empires II: Definitive EditionNo.220Age of Empires II: Definitive Edition

01The core loop

Action → feedback → next choice
  1. 01Population grows
  2. 02Assign to work or war
  3. 03Economy or army shifts
  4. 04Reassign as needed

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    You have 20 people, an attack may come in 3 minutes, and each farmer yields 10 food per minute.

  2. T2

    Turn 2 · The player chooses

    Convert 6 to soldiers and keep 14 working.

  3. T3

    Turn 3 · The feedback

    A 4-unit raid is repelled, but food income drops about 30%.

  4. T4

    Turn 4 · The next decision

    With the threat gone, the player moves 3 soldiers back to work.

How it plays

Population is a shared, limited pool that can gather to grow or fight to protect. Today’s split decides tomorrow’s economy and safety. Income curves, army size and enemy movements give feedback.

What the player weighs

  • Snowball economy vs early defense
  • Standing army vs emergency conversion

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Age of Empires II: Definitive Edition
A

Age of Empires II: Definitive Edition

P1

Villagers and soldiers share the pop cap, rushing versus booming is a classic choice, and villagers can garrison the Town Center to defend.

Northgard
N

Northgard

P2

Villagers become woodcutters, farmers or warriors by entering buildings; slow growth and winter food strain make every assignment count.

The difference worth noticing

AoE2 trains soldiers separately from villagers; Northgard reassigns the same villagers between roles.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Farmers or FightersUnit command+

By day people build and produce, by night they must stand guard, and the more you built by day, the more there is to defend.

Prototype this combo in Yoroll

→Follow the next idea

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Focus Fire

Concentrated damage beats spread damage: one dead enemy is one less threat.

Prototype complexity
Who plays
Solo decisions
  1. 01Identify the top threat
  2. 02Everyone targets it
  3. 03It goes down
  4. 04Shift to the next
Age of Empires II: Definitive Edition · XCOM 2
Unit commandNew

Hold the Front Line

Put tough units up front to soak hits so fragile damage dealers survive behind them.

Prototype complexity
Who plays
Solo decisions
  1. 01Arrange positions
  2. 02Enemies hit the front
  3. 03Backline deals damage
  4. 04Refill when the front falls
Monster Train · Wildfrost
Unit commandNew

Speed Sets the Order

Who acts first often decides the fight, making speed an underrated stat.

Prototype complexity
Who plays
Solo decisions
  1. 01Tune speed stats
  2. 02Turn order forms
  3. 03Plan around the order
  4. 04Strike first or get struck
Darkest Dungeon · Divinity: Original Sin 2
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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