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Strategy & Defense Games · 15

A choke point is powerful because geometry reduces how many units can fight at once, allowing a smaller force to make the map do part of the defending. That connects nicely with a historical detail: StarCraft became a major competitive strategy game because its three factions were deliberately asymmetric rather than mirror copies with different artwork. A backup plan becomes the main plan with impressive speed once the first plan meets another human.

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A small but excellent fact

Board-game maps often divide space into territories because territory makes conflict visible. A border turns an abstract advantage into something players can point at and argue about. And then there is this little gem: Defense games often become interesting when the strongest unit cannot cover everything. The real puzzle is deciding which problem you are willing to leave slightly under-protected.