STRATEGOS

A tactical command simulation built on topographic maps, NATO APP-6D symbology, and multi-echelon command — from a fireteam to a theatre command.

What's planned — mirrored from ROADMAP.md. Open work is tracked as GitHub issues; this page summarises, the repo is the source of truth.

Where we are

The Playable scenario sandbox milestone is complete. Two forces load onto generated terrain, take orders, move by terrain-cost A*, fight under rules of engagement, dig in, tire, report contacts, and resolve victory — all deterministically, save/loadable, and replayable from the command log.

Phase-by-phase state
AreaState
Phase 0 — FoundationDone for a local buildable project. CI is scaffolded but Unity licence secrets are unset. No EditMode test assembly yet. Steamworks not started.
Phase 1 — MapLargely built. Procedural generation + 2D topographic sheet + 3D drape preview. Still missing: terrain LOS, real fog of war, weather, day/night, alternate render modes, basin-breaching for lake-heavy maps.
Phase 2 — SymbolsComplete for land units (composer, baker, library, BUILDER). Gaps: symbol LOD, non-land sets, four land entity icons (FRAME ONLY), animated states.
Phase 3 — Units / ORBATBuilt. Hierarchy, roll-up, fatigue, training, capabilities, sides, command-rank ladders. Still missing: commander entities, OPCON/TACON attach-detach, national doctrine profiles.
Phase 4 — Movement & combatCore path done. A* movement, direct fire, suppression, dig-in Hold/Defend, wrecks + casualty log. Still missing: indirect fire, logistics, reconstitution, formation movement, collision/ZoC, path replanning.
Phase 5 — C2Foundations in. Command/report/directive buses, queues, FRAGO-style cancel, ROE reflexes, TTP binder + drill execution with readiness-aware picker, mission types, graphic control measures (APP-6D), a policy seam for the opposing side. Still missing: spatial comms, intel fusion, doctrine authoring.
Phase 6 — Scenario & campaignPartial. Scenario JSON + objectives/victory ship; campaign chain data + carry-over + starting/advancing/saving a campaign in PLAY. Still missing: scenario editor, feature-placed objectives, historical packs, full campaign arc.
Phases 7–10Mostly unbuilt. Windows builds + this GitHub Pages site exist. Audio and release-engineering work is planned, not started.

Near-term focus — "First playable game"

Explicit command controls are done, and so is campaign play in PLAY — starting, continuing and mid-campaign-saving a linked chain of operations — the full set of mission-type orders (Screen, Guard, Cover, Withdraw, Delay, Attack, Recon, Exploit, Pursue), the AI environment API (observation / action / reward / env / throughput / trajectory), and graphic control measures (checkpoints, phase lines, boundaries, axes, areas), and a US/NATO topographic map palette. Next up: the full campaign arc (rank gates, career), and treating the player as a node in the chain of command.

Outstanding themes

Open work, grouped by area. Each item is a real GitHub issue in the repository.

  • Campaign & progression — career progression across multiple campaigns; rank gating echelon; the full campaign arc (drills, directives, positions, execution, rank).
  • C2 / C3 depth — the player as a node in the chain of command; a spatial, multi-modal comms network; one-way number stations; doctrine authoring as an echelon-gated capability.
  • World & movement depth — special actions and a dynamic world layer (objects and hazards that are neither terrain nor units); A* as a living plan that replans as the situation changes; placing objectives by map feature, not only by coordinate.
  • AI as environment — shipped (#99 / #100–#106): observation encoding, action space, reward shaping, environment lifecycle, headless throughput, and trajectory export. Intelligence (planning) remains Phase 8.
  • Persistence beyond run saves — content stays JSON; an embedded store for player data once there is any to keep (careers, unlocks).
  • Audio — wiring (where sound assets live, format, mixer buses, the time-compression problem) and sourcing (planning, tooling, provenance) filed as prerequisites to actual sound-effect, voice and music content.
  • Docs / reference — an in-game/web field manual (glossary, basic reference, drills folded in as a chapter); rank-insignia decorator variants by country, division and era.
  • UI / accessibility — a selectable dark theme alongside the current light palette; colour-blind-accessible symbol and map palettes.
  • Scenario / map access — PLAY can pick PUSH NORTH or SKIRMISH ONLY (#133).
  • Map palette — US/NATO topographic five-colour mode (NatoTopo) ships alongside schematic / topographic / hybrid / terrain.
  • Release / site — versioning and release notes; itch.io; a short capture/GIF for this page.

Versioning strategy

Release milestones
ReleaseFocusProgress
0.1 AlphaPhases 0–3: Map + Symbols + UnitsReached
0.3 AlphaPhases 4–5: Movement + Combat + C2In progress
0.5 BetaPhases 6–7: Scenarios + All Game ModesCampaign data started
0.8 BetaPhase 8: Full AI pipelinePolicy seam only
0.9 RCPhase 9: Online servicesNot started
1.0Phase 10: Polish + ReleaseSite + Windows builds only

See ROADMAP.md for the backlog and phase status in full, docs/phases.md for the task-by-task checkboxes, and CHANGELOG.md for what landed recently.