Age of Strategy: Modern Warfare
Title WIP
Genre: Real-Time Strategy / Base Management
Core Concept
A modern military take on the Age of Mythology/Age of Empires formula. Players construct and manage a military base, gather and allocate resources, research technologies, and conduct operations with infantry, vehicles, drones, and special units. Each civilization has unique units, bonuses, and tech paths, creating asymmetry while keeping balance through resource management.
Gameplay Loop
Base Construction & Management
- Build barracks, airfields, radar stations, and research labs.
- Maintain resources: fuel, munitions, personnel, electronics.
- Upgrade structures to improve efficiency, unlock new units, and enhance defense.
Unit Creation & Combat
- Train infantry, mechanized units, aircraft, and naval vessels.
- All civilizations have air defense structures, but not all have ballistic missiles.
- Special units act like AoM’s myth units: powerful, unique, and mission-critical.
Operations & Special Abilities
- Conduct raids, reconnaissance, and base defense missions.
- “God Powers” are replaced with special ops: airstrikes, electronic warfare, drone swarms, or cyber attacks.
- Cooldowns and resource costs balance gameplay.
Factions & Unique Bonuses
- Every civilization has distinct units, techs, and bonuses.
- Examples of bonuses:
- Increased weapon range or accuracy
- Reduced resource cost for units or buildings
- Faster drone production or improved defensive systems
- Better air defenses
Research & Tech Progression
- Unlock stealth tech, advanced drones, AI-assisted units, and improved weaponry.
- Decisions affect both unit capabilities and base efficiency.
- Mutually exclusive choices could be included, similar to AoM’s “age upgrades” where each upgrade requires choosing from a set of options.
Vision & Fog-of-War Adjustments
Context: Modern artillery and drones have long range, which breaks traditional AoE-style fog-of-war.
Scouting & Intelligence
- Long-range units require scouting to be effective.
- Artillery, ballistic missiles, and drones have blind zones unless the target area is scouted.
- Recon units or temporary forward bases reveal enemy positions.
Scouting Missions
- Send infantry, drones, or reconnaissance vehicles to map unknown areas.
- Ground scouting units are slow and vulnerable to attacks.
- Drone scouts are fast, airborne, but vulnerable to cyber interference or anti-drone systems. Interference could make drones report “nothing” or incorrect intel.
Drone Interception
- Players can build anti-drone systems, fighter aircraft, or electronic warfare units.
- Intercepted enemy drones are neutralized before reporting enemy positions.
Faction-Specific Anti-Scouting Bonuses
- Some civilizations could have tech or bonuses that misreport enemy positions.
- Should be expensive or have a long cooldown to prevent abuse.
- Misreports could include correct types and numbers of units/buildings but arranged differently or shuffled on the map.
Balancing Range
- Long-range weapons and drones cost more resources to operate, preventing spam.
- Successful reconnaissance and intelligence management become as important as raw firepower.
Strategic Implications:
- Long-range dominance becomes a strategic minigame. Firing blindly into the fog is costly and inaccurate.
- Only the opponent knows the exact outcome (assuming its within their vision), adding tension and risk to long-range strikes.
- Guerrilla-style tactics become viable, enabling temporary bases, stealth, ambushes, and superior mobility, similar to the Mongols in AoE 4.
Summary
This concept combines:
- RTS base management and unit creation
- Modern military asymmetry with civ-specific bonuses
- Strategic intelligence and scouting mechanics
- Resource-driven balance for long-range operations
- Dynamic playstyles, from conventional assaults to guerrilla tactics
I really don’t know how else to pitch this idea, because there’s no channel for this stuff ![]()
Feedback is greatly appreciated. Who knows maybe my idea is horrible and no one likes it.
I did not go into too much detail regarding balancing, as the exact balance is something that has to be done through experimentation, I really just wanted to float some concepts and ideas that I feel could create an age of empires like feel with some modern concepts in it.