![]() So how does the Solo Opponent work? First, let’s review a few self-imposed design constraints that we use at GMT One to make sure that we deliver a fun, playable solitaire system: These small asymmetries were enough to create Solo Opponents that highlighted each faction’s strategy, allowing them to serve as training grounds for a 2-player game and deliver the overarching narrative for each faction. Meanwhile, the Versailles player has an advantage in Fort spaces and Institutional spaces and while they initially have less forces available, they are more robust in the long-term and will win a war of attrition. The Commune player has an advantage in Paris spaces and Public Opinion spaces and initially has a large number of forces available to them. ![]() The key to Red Flag Over Paris’ Solo Opponent is the asymmetry inherent in the game itself. How does it manage this with so little complexity? The end result is easy to run and takes no more time than a typical player turn, but creates a satisfying narrative and provides a credible opponent. Of course, that’s what GMT One is all about, so I agreed. The developer for Red Flag Over Paris, Luke Billingsley, approached me with a bare bones solo bot (which we call the Solo Opponent) and asked if I would be interested in helping polish it for inclusion in the game.
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