Here’s that list of strategy game terms
4X: A genre of strategy games where players “eXplore, eXpand, eXploit, and eXterminate.”
Action Points: A resource in turn-based games used to perform actions like moving or attacking.
Actions Per Minute (APM): A measure of how many actions a player performs per minute in real-time strategy (RTS) games, indicating mechanical skill.
Aggression (Aggro): The tendency of AI units to target a specific player unit; also, a player’s offensive playstyle.
Aggressive Expansion: A diplomatic penalty in grand strategy games for rapidly conquering territory, leading to backlash from other nations.
Air Unit: A combat unit operating in the air, often with advantages over ground units but vulnerable to specific anti-air defenses.
All-in: A strategy where a player commits most resources to one decisive attack, often early, with little fallback.
Alpha Strike: A strategy focused on delivering a massive, concentrated burst of damage at the start of an engagement to quickly eliminate key enemy units.
A-move: A command in RTS games where units move to a location and automatically attack any enemies encountered.
Annihilation: A victory condition where the objective is to destroy all enemy units or structures.
Anomaly: An unusual discovery on the game map, often providing research bonuses, resources, or challenges.
Area of Effect (AoE): An ability or attack that affects multiple units or an entire area.
Army Composition: The specific mix and balance of different unit types within a player’s military force.
Asymmetrical Balance: A design philosophy where different factions are balanced by unique strengths and weaknesses rather than being mirror images.
Attrition: The gradual wearing down of enemy forces or resources through sustained combat, economic pressure, or environmental effects.
Auto Battler: A subgenre where players assemble a team of units that then automatically battle opponents’ teams.
Balance Patch: An update that adjusts unit statistics, abilities, or game mechanics to improve fairness and competitive viability.
Base: A player’s primary settlement or stronghold for resource gathering, unit production, and technology research.
Base Race: A situation in RTS games where both players ignore direct combat and focus on destroying each other’s main base.
Body Block: Using one’s units to physically obstruct the movement of enemy units or protect friendly ones.
Booming: A strategy focused on rapidly expanding one’s economy and infrastructure for a long-term resource advantage.
Bottleneck: A narrow passage or strategic point that limits movement or funnels units, often leading to intense engagements.
Buff: A positive temporary or permanent enhancement applied to a unit, structure, or ability.
Build Order: A specific sequence of actions (e.g., unit production, building, research) executed early in a game for a strategic goal.
Build Queue: A list of units, buildings, or technologies waiting to be produced or researched.
Build-defining: A unit, technology, or ability that significantly influences or dictates a player’s overall strategy and force composition.
Campaign: A series of linked missions or scenarios that tell a story or progress a player through a strategic objective.
Capture the Flag: A game mode where the objective is to seize an opponent’s flag and return it to one’s own base.
Card Advantage: In card-based games, having more cards in hand or more effective cards than an opponent, providing more options.
Carpet Siege: A strategy in grand strategy games where many siege units or armies are spread out to besiege multiple enemy provinces simultaneously.
Caster: A unit or character primarily focused on using magical spells or special abilities.
Casus Belli: A diplomatic justification required in many grand strategy games to declare war without incurring severe penalties.
Cheese: A deceptive or unconventional strategy, often exploiting a specific game mechanic, considered highly effective but sometimes unsportsmanlike.
Choice Paralysis: The state of being overwhelmed and unable to make a decision due to an excessive number of options.
Choke Point: A narrow area on the map that forces units to pass through in a confined space, making it a natural defensive or ambush location.
City-State: In games like Civilization, a small, independent city not part of a major civilization but offering benefits through diplomacy.
Civilization: A playable faction or nation representing a historical or fictional culture, with unique abilities and units.
Claim: A formal declaration of ownership or a right to territory, often a prerequisite for conquest.
Clausewitz Engine: A proprietary game engine by Paradox Development Studio, powering their grand strategy games.
Comeback Mechanic: A game design element that gives a losing player a way to regain an advantage or catch up.
Contain: To restrict an opponent’s expansion or movement by establishing a strong defensive perimeter.
Control Group: A hotkey assignment that allows quick selection and command of a specific group of units.
Cooldown: The time that must pass before an ability or spell can be used again.
Core (Province): In grand strategy games, a province considered an integral part of a nation’s territory, often reducing penalties for owning it.
Counter: A unit, strategy, or ability that is particularly effective against another specific one.
Cover System: A mechanic where units can take cover behind objects to reduce incoming damage or avoid line of sight.
Creep: Neutral non-player-controlled units on the map that can be killed for experience or resources.
Creep Spread: A mechanic where a biological mass spreads from Zerg structures in StarCraft, providing movement speed bonuses and vision.
Critical Hit: An attack that deals significantly more damage than a normal attack, often triggered by chance or specific conditions.
Crowd Control (CC): Abilities that limit or prevent enemy units from performing actions, such as stuns or roots.
Culture Flip: When a city or province changes allegiance due to overwhelming cultural influence.
Damage Per Second (DPS): A metric indicating the average damage a unit or ability can inflict per second.
Dark Age: The earliest technological era in some strategy games, characterized by basic units and limited economic options.
De Jure: A Latin term meaning “by right,” referring to a legal or traditional claim to territory or title.
Death Ball: A large, highly concentrated group of powerful units that moves together as a single, overwhelming force.
Debuff: A negative temporary or permanent impairment applied to a unit, structure, or ability.
Deck Archetype: In card-based games, a recognizable style of deck construction with a consistent strategy and card synergy.
Defensive Pact: A diplomatic agreement between nations to come to each other’s aid if one is attacked.
Deny: To prevent an opponent from gaining resources, experience, or strategic advantages.
Digital Rights Management (DRM): Technologies used by publishers to control access to and prevent unauthorized copying of digital content.
Disengagement: The act of retreating from combat or breaking off an engagement.
Domination: A victory condition where the objective is to control a certain percentage or all of the map’s territory or key strategic points.
Doomstack: An excessively large and powerful army or fleet in grand strategy games, often so strong it can defeat any opposing force.
Drafting Phase: A phase before the main game where players take turns choosing their units or heroes, with strategic considerations about team composition.
Drop: A tactic in RTS games where units are transported over enemy defenses to attack vulnerable areas or disrupt their economy.
Early Game: The initial phase of a strategy game, typically focused on resource gathering, basic unit production, and scouting.
Economy (Eco): The system governing resource production, consumption, and trade, crucial for funding military and technological advancements.
ELO / MMR: Rating systems (ELO for chess, MMR for Matchmaking Rating) used to quantify a player’s skill level and match them with similarly skilled opponents.
Encirclement: A military tactic where an enemy force is surrounded on all sides, cutting off its retreat and supply lines.
End Game: The final phase of a strategy game, where players typically have large armies, advanced technology, and are focused on achieving victory conditions.
Engagement: A direct confrontation or battle between opposing forces.
Engine Builder: A type of strategy game where players focus on creating a system that generates resources or points efficiently over time.
Espionage: The use of spies or covert agents to gather intelligence, sabotage enemy operations, or influence diplomatic relations.
Expansion: The act of extending one’s territory, economy, or military presence, often by building new settlements or conquering land.
Fabricate Claim: In grand strategy games, to artificially create a diplomatic justification (casus belli) for war against another nation.
Faction: A distinct group or side in a game, often with unique units, abilities, and playstyles.
Fast Expand (FE): A strategy in RTS games focused on quickly establishing an additional resource-gathering base early in the game.
Feeder: A player in a team-based game who repeatedly dies to the enemy, providing them with resources or experience and giving them an advantage.
Feint: A deceptive maneuver designed to draw an enemy’s attention or forces to one area, while the real attack is launched elsewhere.
Fertility: A characteristic of land or provinces indicating its potential for agricultural output or population growth.
Fief: In medieval-themed strategy games, a piece of land held by a vassal in exchange for service or loyalty to a lord.
Fire Control: The ability to direct the attacks of units, often involving targeting specific enemy units or prioritizing threats.
Flanking: Attacking an enemy from the side or rear, often providing a tactical advantage or bonus damage.
Focus Fire: The coordinated targeting of multiple units’ attacks on a single enemy unit to quickly eliminate it.
Fog of War: A game mechanic that obscures parts of the map that have not been explored or are not currently within a player’s units’ line of sight.
Force Multiplier: A factor that significantly increases the effectiveness of a military force beyond the sum of its individual parts.
Fortification: Defensive structures (e.g., walls, towers, bunkers) built to protect territory or units.
Free For All (FFA): A game mode where every player is an independent opponent, and the objective is typically to be the last one standing.
Friendly Fire: Damage or negative effects inflicted by a player’s own units on their allies.
Fun (Dwarf Fortress context): In Dwarf Fortress, “fun” is a euphemism for catastrophic and often hilarious disasters that befall the player’s dwarf colony.
Gank: A sudden, coordinated ambush by multiple units on a single, often isolated, enemy unit.
Garrison: To place units inside a defensive structure to provide a defensive bonus or protect the units.
Gas Management: The strategic allocation and efficient use of a specific, often rarer, resource in games with multiple resources.
Geological Survey: A research or exploration action that reveals information about the resources or terrain of a specific area on the map.
Glass Cannon: A unit or strategy with very high offensive power but extremely low durability.
Golden Age: A period of prosperity, rapid growth, and significant bonuses for a civilization or nation.
Grand Strategy: A genre of strategy games focusing on large-scale geopolitical, economic, and military management over long periods, often involving complex diplomacy.
Great Power: A nation that holds significant influence and standing on the global stage due to its military, economic, or diplomatic strength.
Greed: A playstyle or decision that prioritizes economic gain or high-risk, high-reward plays over immediate safety or stability.
Ground Unit: A combat unit that operates on the ground, often comprising the bulk of an army.
Harass: To engage in frequent, small-scale attacks designed to disrupt an opponent’s economy, force mistakes, or wear down their forces without committing to a full engagement.
Hard Counter: A unit, ability, or strategy that is overwhelmingly effective against another specific one, often making it almost impossible for the countered element to succeed.
Harvester: A unit or structure dedicated to gathering resources from resource nodes.
Heat Death: A concept, often in long-form simulation games, where the game state reaches a point of stagnation or resource depletion, making further progress difficult or impossible.
Hegemon: A dominant power or state that exerts influence or control over others within a system or region.
Hero Unit: A powerful, unique unit often with special abilities, that gains experience or levels up, playing a central role in a player’s strategy.
High Ground: A terrain advantage in some games where units positioned on higher elevation gain bonuses to vision, range, or damage.
Hit Points (HP): A numerical value representing the health or durability of a unit or structure; when HP reaches zero, the unit is destroyed.
Hotkey: A keyboard shortcut used to quickly select units, buildings, or activate abilities.
Hunker Down: A defensive stance or ability that increases a unit’s durability or defensive capabilities, often at the cost of mobility or offensive power.
Hyperlane: A pre-defined, often visible, path or route that ships or units must follow when traveling between star systems in space strategy games.
Infamy: A negative diplomatic modifier or reputation penalty incurred in grand strategy games for aggressive actions, leading to decreased relations with other nations.
Infinite Combo: A sequence of abilities or actions that can be repeated indefinitely to achieve an overwhelming effect, often considered an exploit or imbalance.
Interdiction: The act of disrupting or blocking enemy movement, supply lines, or communications, often through specialized units or abilities.
Juke: To make unpredictable movements or maneuvers to evade enemy attacks or pursuit, often used in real-time tactical situations.
Jungling: In games with neutral territories (like MOBAs), the act of killing neutral monsters or “creeps” in designated areas to gain experience and gold.
Killbox: A strategically designed area, often with defensive structures or unit placements, intended to funnel and concentrate enemy forces for maximum destruction.
King of the Hill: A game mode or objective where players or teams must control a specific, designated area on the map for a set amount of time to win.
Kiting: A combat tactic where a ranged unit attacks an enemy while constantly moving away, keeping distance to avoid damage while still dealing their own.
Ladder Anxiety: A psychological phenomenon where players experience stress or fear about playing ranked or competitive matches, often due to fear of losing rank.
Lane: A defined path or route on a map, particularly in MOBA games, connecting bases or objectives, along which units typically travel.
Last Hit: The act of delivering the final blow to an enemy unit or monster, often granting bonus gold or experience.
Late Game: The final phase of a strategy game, characterized by powerful units, advanced technologies, and typically decisive engagements.
Line of Sight (LoS): The area or units that a unit or structure can visually perceive on the map, affecting targeting and revealing Fog of War.
Logistics: The management of supplies, reinforcements, and transportation for military forces or economic networks.
Low Ground: A terrain disadvantage where units positioned on lower elevation may suffer penalties to vision, range, or defense.
Macromanagement (Macro): The high-level strategic management of a player’s economy, resource production, expansions, and overall army composition.
Magic Box: A specific technique or formation of units (often ranged) to minimize incoming damage while maximizing outgoing damage against melee units.
Main Base: The primary starting settlement or command center of a player, crucial for production and resource gathering.
Mains Bus: A term from Factorio (and similar games) referring to a centralized, organized system of conveyor belts that transport all primary resources throughout a factory.
Mana Curve: In card games, the distribution of card costs in a deck, aiming for a smooth progression of playable cards throughout a game.
Map Control: The ability to dominate and influence significant portions of the game map, denying enemy access and securing resources or strategic points.
Megastructure: Enormous, high-cost, and game-changing structures that can be built in grand strategy or 4X games, providing immense bonuses or victory conditions.
Melee: Units that attack in close combat, typically with limited range but often high durability or damage.
Meta-Clock: An informal timer representing the expected duration of a game based on the current metagame; dictates when players need to act or reach certain power levels.
Metagame (Meta): The current prevailing strategies, units, or tactics that are most effective in competitive play, constantly evolving as players adapt.
Micromanagement (Micro): The detailed, tactical control of individual units in real-time, often involving precise positioning, ability usage, and targeting.
Mid Game: The phase of a strategy game after initial development but before the decisive late-game conflicts, often characterized by skirmishes and tech development.
Mind Games: Psychological tactics employed by players to deceive, intimidate, or outmaneuver opponents, often through bluffs or feints.
MOBA: Multiplayer Online Battle Arena: A subgenre of RTS games where two teams of players compete on a defined map, controlling powerful “hero” units.
Morale: A stat representing the psychological state of units or populations, affecting their combat effectiveness, loyalty, or productivity.
Mulligan: In card games, the option to redraw a starting hand of cards, usually with some penalty or restriction.
Multiplayer: A game mode that allows multiple players to play together or against each other, either locally or over a network.
Natural Expansion: A easily defensible and accessible location near a player’s starting base that provides additional resources, making it an ideal spot for a second base.
Naval Unit: A combat unit that operates on water, typically used for sea control, coastal bombardment, or transporting ground units.
Non-Aggression Pact: A diplomatic agreement between nations promising not to attack each other for a specified period.
Objective: A specific goal or task that players must achieve to win a game or progress in a mission, often involving capturing points or destroying targets.
Opportunity Cost: The value of the next best alternative that was not taken when a decision was made (e.g., choosing to build one unit means not building another).
Overwatch: A defensive stance or ability where a unit will automatically attack any enemy that moves into its line of sight during the enemy’s turn or within a reaction window.
Permadeath: A game mechanic where units or characters, once defeated, are permanently removed from the game, increasing the stakes of combat.
Personal Union: A diplomatic status in grand strategy games where two separate nations share the same monarch or ruler without formally merging.
Phalanx: A dense, rectangular military formation of infantry, often with spears, known for its strong defensive capabilities against frontal assaults.
Picket: A small group of units or a single unit sent ahead of the main force to provide early warning of enemy presence.
Pincer Movement: A military tactic where two forces attack an enemy from converging directions, aiming to encircle and trap them.
Ping: A non-verbal signal on the mini-map or in-game world used to draw teammates’ attention to a specific location, enemy, or objective.
Player versus Environment (PvE): A game mode where players compete against computer-controlled opponents or challenges.
Player versus Player (PvP): A game mode where players compete directly against other human players.
Poke: To deal small, harassing amounts of damage to an enemy from a safe distance, aiming to wear them down or force them to retreat.
Pop (Population Unit): A unit representing a single individual or a small group within a larger population, often used for economic production or military recruitment.
Population Cap: A limit on the total number of units a player can control simultaneously, often tied to a supply or housing mechanic.
Power Spike: A specific point in the game where a unit, hero, or faction experiences a significant increase in strength, often due to reaching a new level, acquiring an item, or researching technology.
Prestige: A numerical stat representing a nation’s renown, influence, or cultural standing in grand strategy games, often granting diplomatic bonuses.
Private Economy: In some grand strategy games, economic activity managed by AI-controlled capitalists or citizens, separate from the player’s direct control.
Procedural Generation: The creation of game content (like maps, quests, or characters) algorithmically, rather than being manually designed, leading to unique experiences each playthrough.
Production: The process of creating units, buildings, or resources within a game.
Production Chain: A series of interconnected production steps where raw materials are processed into intermediate goods, and then into final products.
Proxy: Building a production structure or base hidden close to an enemy’s starting location to launch a surprise attack.
Puppet State: A nominally independent nation that is actually controlled or heavily influenced by a more powerful foreign power.
Push: A concentrated offensive maneuver aimed at advancing forces into enemy territory or towards an objective.
Ranged: Units that can attack enemies from a distance, typically with projectile weapons.
Ranked: A competitive game mode where players are matched based on skill ratings (ELO/MMR) and their performance affects their standing on a leaderboard.
Reaction Fire: An ability in some turn-based tactics games where units can fire at enemies that move into their line of sight during the enemy’s turn.
Read (Player-to-Player): To anticipate an opponent’s strategy, movements, or intentions based on their past actions, common metagame tendencies, or tells.
Real-Time Strategy (RTS): A genre where players manage resources, build bases, and command armies simultaneously in continuous real-time, without turns.
Real-Time Tactics (RTT): A subgenre focusing on battlefield tactics and unit control in real-time, often without base building or resource management.
Resource Denial: A strategy focused on preventing an opponent from acquiring or efficiently using their resources.
Resources: The fundamental materials or currencies (e.g., gold, wood, minerals) needed to produce units, buildings, or research technologies.
RNG (Random Number Generation): The use of randomness in game mechanics, such as for critical hits, unit accuracy, or map generation.
Root: A Crowd Control effect that prevents a unit from moving, but typically still allows them to attack or use abilities.
Rout: The disorganized retreat of an army from a battle, often due to low morale or heavy losses.
Run-by: A tactic in RTS games where a small group of fast units bypasses enemy defenses to attack vulnerable economic structures or harass workers.
Rush: An aggressive strategy focused on quickly building up enough force to attack and eliminate an opponent early in the game.
Salient: A bulge or projection in a battle line or front, vulnerable to being cut off but also potentially creating a spearhead for attack.
Scouting: The act of sending out units to explore the map, locate enemy positions, gather intelligence, and identify resources.
Scrappy: A unit or playstyle that is resilient, versatile, and able to perform effectively even when at a disadvantage or with limited resources.
Siege Unit: A specialized unit designed to attack and destroy enemy fortifications, such as walls or towers.
Silence: A Crowd Control effect that prevents a unit or character from using their special abilities or spells.
Sim-City (pejorative): A derogatory term for players who focus excessively on building and expanding their base or economy without engaging in conflict, often seen as playing too passively.
Skill Tree: A hierarchical system of unlockable abilities or upgrades that a player can choose as their units or characters gain experience or levels.
Skirmish: A small, localized engagement or battle between forces that does not involve the main armies.
Slow: A Crowd Control effect that reduces a unit’s movement speed.
Smurfing: When a highly skilled player plays on a new account at a lower rank, often to play against less experienced opponents or to hide their identity.
Snowballing: A situation where an initial advantage grows progressively larger, making it increasingly difficult for the losing side to recover.
Soft Counter: A unit, ability, or strategy that is generally effective against another, but not overwhelmingly so, relying more on skillful play or numerical advantage.
Spaghetti: A pejorative term for a disorganized, inefficient, and convoluted layout of buildings, production chains, or transportation networks in base-building games.
Spawn: The point or location where units, resources, or player characters appear at the start of a game or after being defeated.
Splash Damage: Damage that affects an area around the primary target, hitting multiple units or structures within that area.
Split Push: A tactic where a portion of a team’s forces attacks a different objective or lane than the main force, forcing the enemy to divide their attention.
Stability: A numerical stat in grand strategy games representing a nation’s internal cohesion, often affecting tax income, unrest, or morale.
Stacking Limit: A maximum number of units or effects that can be grouped together or applied to a single entity.
Stun: A Crowd Control effect that completely immobilizes a unit and prevents it from taking any actions for a short duration.
Supply: A resource or mechanic that limits the total number of units a player can have at any given time, often requiring specific buildings to increase the cap.
Supply Block: A situation in RTS games where a player is unable to produce more units because they have reached their population or supply limit.
Support Unit: A unit primarily designed to enhance the abilities of allied units (e.g., healing, buffing, providing vision) rather than engaging in direct combat.
Suppression: A mechanic where units under heavy fire become less effective, often suffering penalties to accuracy, movement, or morale.
Suzerain: A dominant feudal lord or state that has political control over a tributary or vassal state, which retains some internal autonomy.
Symmetrical Balance: A design philosophy where all playable factions or sides have identical units, abilities, and starting conditions, relying purely on player skill.
Synergy: The concept where two or more units, abilities, or strategies work together to create a combined effect greater than the sum of their individual parts.
Tank: A durable unit or character designed to absorb large amounts of damage, protecting more fragile allied units.
Tantrum Spiral: In Dwarf Fortress, a chain reaction of negative events where dwarves become unhappy, leading to more unhappiness, stress, and eventually breakdowns.
Team Fight: A large-scale engagement involving multiple units or heroes from opposing teams, often occurring around a key objective in MOBA or team-based RTS games.
Tech Switch: A strategy where a player abruptly changes their technology path or unit composition, often to counter an opponent’s strategy or exploit a weakness.
Tech Tree: A branching diagram or hierarchy representing the available technologies and upgrades in a game, showing prerequisites for research.
Tempo: The pace of the game or a player’s ability to dictate that pace, often measured by efficient resource usage and impactful actions that force a reaction from the opponent.
Terraforming: The process of modifying a planet’s environment to make it habitable or more suitable for colonization and resource exploitation.
Terrain: The geographical features of a map, such as hills, rivers, forests, or obstacles, which can provide strategic advantages or disadvantages.
Theorycrafting: The analytical process of discussing, researching, and calculating optimal strategies, unit compositions, or builds outside of actual gameplay.
Threat Assessment: The process of evaluating enemy units, strategies, or situations to identify the most dangerous elements and prioritize targets or defensive measures.
Throughput: The rate at which resources are processed, units are produced, or damage is dealt within a given system or production chain.
Ticking Clock: A game mechanic that imposes a time limit or a sense of urgency, often pushing players to act quickly before a negative event occurs or an advantage is lost.
Tile Yield: The amount of resources (e.g., food, production, gold) generated by a specific map tile or province, influenced by its terrain and improvements.
Timing Attack: A coordinated offensive push designed to hit an opponent at a specific point in the game where one’s own forces are particularly strong, and the opponent is vulnerable.
Tower Defense: A subgenre where players build defensive structures (towers) along a path to destroy waves of incoming enemies before they reach a designated goal.
Tributary: A state or faction that pays regular tribute (resources, units) to a more powerful suzerain state in exchange for protection or autonomy.
Turn-Based Strategy (TBS): A genre where players take turns performing actions, allowing for careful planning and analysis without real-time pressure.
Turn-Based Tactics (TBT): A subgenre focusing on small-scale, tactical combat on a grid or hex map, with actions resolved in turns.
Turtling: A highly defensive strategy focused on building extensive fortifications and a strong economy within a secure perimeter, often to outlast or out-tech an opponent.
Ultimate: A powerful, high-impact ability of a hero or unit, typically with a long cooldown, that can significantly influence a battle or game outcome.
Unit: A single controllable entity or group of entities on the battlefield, such as soldiers, vehicles, or creatures.
Unit Composition: The specific mix and balance of different unit types within a player’s military force, tailored for effectiveness against various threats.
Upkeep: The recurring cost (e.g., resources, money) required to maintain units, buildings, or empires over time.
Vassalize: To force another nation or faction into a subordinate relationship, becoming a vassal that pays tribute or provides military service.
Veterancy: A system where units gain experience from combat, improving their stats, unlocking abilities, or increasing their effectiveness.
Victory Points: A numerical score awarded for achieving specific objectives, with the game often ending when a player reaches a certain point threshold.
Vision: The revealed area of the map that a player can see, influenced by unit Line of Sight and structures.
War Exhaustion: A negative modifier in grand strategy games representing a population’s weariness from prolonged warfare, leading to unrest, decreased morale, or penalties.
War Score: A numerical value in grand strategy games representing a side’s progress in a war, used to negotiate peace treaties and demand concessions.
Warmonger Penalty: A diplomatic penalty incurred for aggressive actions or declaring wars without proper justification, leading to negative relations with other factions.
Wealth Management: The strategic allocation and accumulation of various forms of wealth, including resources, gold, trade income, and capital, to fund expansion and development.
Weapon Triangle: A common game mechanic (e.g., like rock-paper-scissors) where certain unit types have inherent advantages over one type and disadvantages against another (e.g., spear beats cavalry, cavalry beats axe, axe beats spear).
Win Condition: The specific set of objectives or criteria that must be met for a player to win the game (e.g., military conquest, technological supremacy, cultural influence).
Worker: A basic unit primarily responsible for gathering resources, constructing buildings, or performing other economic tasks.
World Congress: A diplomatic body or event in some games where major factions vote on global policies, resolutions, or impose sanctions.
Zone of Control (ZoC): A mechanic where units or cities exert an area of influence that slows down or restricts the movement of enemy units passing through it.