Or does anyone have some insights?
I want to ensure that there is no easy or dominant strategy, and that distributions of things like key points and resources is fair. However I also want the game to have an asymmetrical look and feel, and I want the player to have interesting choices.
For the unit types I am thinking of using the old Scissors-paper-stone approach as a starting point. There will be A/B/C groups of units and within each group there will be a/b/c units. So, without modifiers like experience and upgrades, A beats B beats C beats A. And within each group, similar, eg, Aa beats Ab beats Ac beats Aa. Hopefully I get the payoff matrix balancing out to zero.
However I am not sure how to approach the other balance issues. For example, if one player has an easily defended home base, all must, and if one has good access to resources, all must have.
But without symmetry or "mirror imaging".
So any links or thoughts much appreciated.


