Stone Tribes

Stone Tribes

About the Game

STONE TRIBES

An Automation-Driven Real-Time Strategy Game

High Concept

Stone Tribes is a Real-Time Strategy (RTS) game with a strong RPG dimension, where the player does not directly micro-manage units, but instead designs their intelligence and issues tactical commands to groups of autonomous characters.

Rather than controlling every action, the player acts as a strategic architect, defining behaviors in advance and dynamically adapting strategies through Macros during battle.

Core Fantasy

You don’t control units.
You design how they think — and decide when to intervene.

The player leads a tribe of 30 persistent characters, each with its own class, equipment, and behavioral logic.

Victory comes from preparation, coherent automation design, and the ability to adapt tactics in real time, not from high APM or constant micro-management.

Core Pillars

1. Automation-Driven Gameplay

Each character operates using an Automation Flow:
a permanent, condition-based behavior that defines how the unit acts by default.

  • Automations represent the unit’s intrinsic intelligence

  • Autonomous, readable, and consistent behaviors

  • A combat fallback ensures units always remain functional

2. Tactical Macros (Player Command)

Macros are temporary tactical orders that override individual automations.

  • The player commands intent, not execution

  • Instant strategy switching

  • Simple predefined Macros or fully customizable ones

Macro State Resolution

At any given time, each character has exactly one Macro State:

  • Macro State = Undefined (Default)
    The character follows its Individual Automation Flow.
    Core Combat Behavior is active.

  • Macro State = Forced Macro (Legacy)
    The character follows a predefined tactical order
    (MoveTo, MoveAndFight, AttackTarget).
    Core Combat Behavior is disabled.

  • Macro State = Custom Macro
    The character follows a player-designed tactical behavior.
    Core Combat Behavior is active.

Core Combat Behavior

Core Combat Behavior is a minimal fallback behavior available only when not explicitly disabled.

When active, and only if no valid action is produced by the current Automation or Macro, the character will:

  • Auto-attack that enemy

  • Move toward the closest enemy in range

3. Group-Based Strategy

The tribe can be divided into groups, each receiving different Macros simultaneously.

  • One army, multiple strategies

  • High-level coordination without micro-management

  • Clear battlefield intent and readability

4. RTS + RPG Hybrid

Each unit is a persistent character, not a disposable pawn:

  • Classes: Warrior, Hunter, Craftsman, Shaman, Druid, Necromancer

  • Levels, experience, equipment, and spells

  • Defined roles within the tribe

Core Systems Overview

Automation vs Macro

  • Automation
    → Permanent individual behavior

  • Macro
    → Temporary tactical order issued by the player

Team Design Phase

Before entering a match, the player prepares a team:

  • Composition of 30 characters

  • Class distribution and balance

  • Equipment and spells

  • Individual automation flows

  • Custom Macro definitions

Players can either:

  • jump straight into battle using pre-built teams, or

  • dive deep into automation design to optimize their strategy

Game Modes (Beta Focus)

  • PvP Nexus vs Nexus
    Two teams compete to destroy the enemy’s core.

  • Solo vs AI
    Practice and strategy experimentation.

Additional modes (PvE, multi-objective scenarios) are planned for later development.

What Makes Stone Tribes Different

  • No frantic micro-management

  • No APM as the primary skill

  • Strategy based on design and anticipation, not mechanical execution

  • A system-driven RTS focused on emergent behavior

Target Audience

  • RTS players looking for something new

  • Fans of deep, systemic gameplay

  • Players who enjoy optimization, automation, and experimentation

  • Strategy players who prefer thinking over clicking

Final Note

This one-page is designed to clearly communicate:

  • what the game is

  • why it’s different

  • who it’s for

Initial Release