Strategy Concepts:
This is meant to be a supplementary list of concept patterns in strategies, not just for strategy games but can be applied in all games, like if you want to "win fast rushing" or "defensively cover all your ends" or *antagonize to death" etc.
I actually put a lot of thought into these concepts but I made them all up instead of copying like Sun Tzu or something lol , i decided to give them all short abstract titles that mean nothing else except the meaning i give it, which each is a specific strategy concept. There are 100 of them now but i originally had 24 of them when i started this list 10 years ago.
I have put them into family charts or clusters and made a chart basing off which dimensions they need in order to exist such as "space, time, opponents, depth, categories, concealment, or some kind of life force measurement." and a chart that indicates the strategy's usefulness in comparison to others.
Some examples of titles are:
Vyrec
Witiku
Tsol
Aemor
Segth
Berja
Zhul
Glyft
Halad
Lyath
Qinji
Dega
Sabic
Hitai
etc.
Each with their own explanation that is meant to be relatively vague enough to be applied to games in general and even in real life. I am sure this chapter will either be really loved or really hated depending on if the person reading it can figure out how to apply them to their designs or not lol, its not as research based like the other chapters but its innovative