Military management games
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There are probably variants on the F in there. On top of that, each one has dozens of different load-outs for the mission that has been given. While PE offers industry users a variety of customisation options plus the ability to add and export data and hook it up to other systems, Iain McNeil says some military customers are interested in the game just for the unparalleled database, which Slitherine populated with open-source data.
JD McNeil says analysts rather than warfighters tend to be the main users. Such is its accuracy, PE will take into account factors like how the load affects fuel consumption, so an aircraft will be more agile and use less fuel after it has dropped its bomb payload or when it has less fuel on board, for example.
And like all software used by the military, Command PE had to undergo a stringent verification and validation process. Hi all, I'm looking for a game, like the title suggests, that involves building a military base and manage it. I just don't know where to look and I would appreciate the tips!
I'm looking for a game that has RPG elements in it, but instead of a character developing you develop a base. You build a base, recruit soldiers, send them on missions, get money for those missions.
But I found it too restricting in Metal Gear. I had ideas what could be in the game: Setting up buildings much similar to RTS games like starcraft, rise of nations and age of empires but instead of building bases for short games and start over at the next game I want to build a base that keeps expanding and that the player is in full control of it, like MGS Phantom pain but less restrictions and much more choice.
Manage their equipment. Promote them to CO positions Set up Forward Operating Bases in other countries also like MGS Phantom Pain, or maybe aircraft carriers where you can add stuff to and expand its capabilities, When sending troops to a combat zone for a mission, option to build a temporary base and invest in facilities to increase effectiveness airfield, barracks, defensive buildings, communications buildings, vehicle pit for repairs et cetera.
Vehicles Vehicles you purchase, train your soldiers with them, use it on missions. Upgrade vehicles with new weapons, armor et cetera. Or choose to invest in training methods for better training Missions from other countries ranging from waging war or peace keeping missions or shorter ones like eliminating rebel leader Your choices influence the rest of the game Modern like graphics is preffered and preferably not post-apocalyptic with the "survival" gameplay Something like Xenonauts but more modern day graphics and without aliens Those are just some things that come to mind.
I just don't know where to start looking for a game like this, there is bound to be one somewhere. You could compare it to the android game of "Forces of War" by Uken Games. Military , Strategy , Singleplayer , Indie. Simulation , Indie , Exploration , Naval.
Board Game , Wargame , Strategy , Tabletop. Free To Play. Action , Strategy , Action-Adventure , Wargame. Action , Indie , Casual , Tower Defense.
No results found. Showing 1 - 15 of 83 results. Free to Play. Tanks , Free to Play , Action , Multiplayer. Space , Grand Strategy , Sci-fi , Strategy. Action , Multiplayer , Military , Simulation. Showing 1 - 15 of 1, results. Showing 1 - 15 of results. What happens when a riot breaks out? The brilliance of Introversion's game is in its recognition that a prison is a series of systems - of housing and treatment, of security and recreation - and then in its application of sturdy simulations to each of those systems.
Like the best management games, it allows you to create a smoothly running machine, but it also embraces chaos and roleplaying. During the most intricate planning, you can forget what the theme implies about the resources you're processing, but Prison Architect is only ever a moment away from reminding you of the humanity within the machine. Honestly, throw a rock in the air and just play whichever Tropico game it lands on - they're all a solid good time and they're all based around the exact same concept: you're the comedy dictator of an initially poor island nation, attempting to transform it into a land of tourist'n'trade riches while ruling with an at least partially iron fist.
A great many of the complexities of, say, a Sim City are discarded - there's no real worrying about powerlines or water supplies, and instead you get on with the business of plopping down buildings, with the twin goals of making it all look lively and attractive and generating ever-more filthy lucre.
This is more of a toy box to rummage in than it is a strategic puzzle, but it has an extra layer of mild moral dilemmas that keep you hooked. For instance, the exile or death of troublemakers, bribing protesters, ignoring environmental concerns, rigging elections or cramming people into dangerous housing. Or you could stay the course, do the right thing and hope that it will all come good in the end.
Tropico 6 also finally adds some much-needed spice to this most conservative of management series by stretching out your latest empire across an entire archipelago of islands, switching your traditional goal of expansion for expansion's sake to something you're actively striving towards. It's a small change, sure, but as that old saying goes, even the smallest change can make a profound difference.
Banished is a different sort of a management game. At first glance, it looks a lot like a Settlers or Anno - good-natured, brakes-on building and tree-chopping, enjoying the gradual and all-but-inevitable expansion from scruffy one-horse town to bustling old world metropolis.
But no. Banished is about scratching out a rudimentary life in the dirt and cold, and maintaining that life even as the elements turn against you - striving to subsist rather than to explode into glory. If approached wanting a cheery city-builder, you're going to have a horrible time. If approached as a sterling test of planning and resource management, in which failing to get it right means great suffering and even death for the handful of people in your charge, it's going to keep you very busy, challenged and, ultimately, feeling far prouder of yourself than most anything else in this list could hope to manage.
It's cruel, but it makes the things we take for granted in other management games feel like titanic accomplishments. Zeus: Master of Olympus might be as old as its Ancient Greek hills, but this 2D, historical city builder continues to hit the sweet spot of complexity, accessibly, prettiness and sheer charm. There is war if you want it, but really this is a game about making cheese.
Also wool, olive oil and theatre. An artisanal colony all of your own. Just watch out for wolves. And there are puns. Lots of Ancient Greek puns. You'll want the player-made resolution and widescreen fixes if you're planning on playing it today, but it remains an absolute delight.
Sure, it's free of the strife and toil of ancient life, in favour of a colourfully genteel take on the pre-tech era, but it just gets on with being the very best pure town-builder it can, those nerve-calming loops of gentle expansion and efficiency-pursuit.
Complex but approachable, Zeus is designed to be something you lose yourself in. Management games have nobly struck off in so many new directions now, but Zeus' take on their economy'n'craft core might just have never been bettered. The true star of the show, though, is its Steam Workshop support, where you can import or upload remarkable and terrible constructions.
People have built some jaw-dropping stuff in Planet Coaster, and this age of massive monitors means that riding them is a genuine thrill. Even if you're not into sharing with or borrowing from the wider world, Planet Coaster's focus is much more on building stuff yourself than it is plopping down prefabs. This is the designer's management game, not the accountant's management game. Its construction tools are delightfully accessible, and you'll be able to coax meaningful results out of them very quickly indeed.
Keeping your guests happy and the coffers overflowing is still a fundamental part of the game, though, and you'll need all the ancillary theme park money-rinsers, such as cafes and gift shops too. After all, if you build it, they will come.
Where can I buy it: Steam , Humble. Most management games are secretly puzzle games too: figuring out how to fit all these pieces into this finite space, and how to get x resource to y place as efficiently as possible.
Factorio takes this idea and runs with it to its natural extreme: impossibly dense, maze-like conveyor belt constructions shuffling massive networks of production back and forth between endless auto-factories, making this to make that to make this to make that, loop upon loop upon loop upon loop. To gaze upon a late-game Factorio screenshot without ever having played the game yourself is to gaze into the face of madness itself.
But Factorio's greatest accomplishment is how quickly that obscene mountain of mechanised noodles makes sense once you've put a couple of hours into it. From the humble starting point of a single conveyor belt forlornly shifting resources to the next machine, a portal of possibilities opens up - if I do that, then this , but I'll need to link it to that , but oh that will need one of those and then, well, bang goes your life.
Factorio is an achievement as frightening as it is remarkable: the mind that was able to design this game surely transcends humanity as we know it. Two Point Hospital is a hectic hospital management sim, but it's immensely satisfying at the same time. When you finally get a brief window of respite, you expand, create new problems, compensate for those problems, and are able to enjoy watching the machine operate as smoothly as it's ever going to.
Then it will throw a helicopter full of patients convinced they're Freddie Mercury at you, and suddenly the game's jaunty radio jazz transforms into a mocking dirge that guffaws at your efforts to maintain control. Two Point Hospital is a business sim first. Since it balances visual chaos with workable, informative interfaces, you can nearly always find out what the problem is with a few clicks. It's as colourful as it is compulsive. It celebrates the legacy of Bullfrog creators of spiritual predecessor Theme Hospital even as it vastly improves and expands on so many elements.
Want some light social commentary on the machine-like nature of public services that prioritise efficiency over patient well-being?