The Honorverse is the ultimate 4X space strategy game

David Weber’s Honor Harrington novels are really a fictionalisation of the ultimate 4X space strategy game. The Honorverse isn’t just a fictional world, it’s the fictional world of the the 4X strategy game that somebody needs to build.

As epic sci-fi, the ten-plus novels of the Honor Harrington saga are engaging and entertaining, in a light-hearted sort of way, without the deeply thought-provoking stimulus of a Philip K. Dick or a Poul Anderson. The characterisation of Honor herself, the commander who can do no wrong, can be a bit wearing. But what you will also find is detailed recounting of truly epic space battles. battles that are both convincing (within their context) and interesting. They are interesting because their outcome is determined not simply by the fatal-flawlessness of the heroine, but by

  • the number and capabilities of the ships available in battle,
  • the technological advantages and disadvantages of the warring sides,
  • the tactical opportunities that these resources and technologies confer on our glorious commander, and
  • the economic and social base of the warring nations, that provides the resources and the technology for each side.

So through the medium of the perfect commander, Weber is able to show off how an economic base can generate technology, technologies can enable tactics, and correct exploitation of those tactics can achieve victory. This is a description of the perfect play-through in a 4X game.

But it’s not just a guide to playing: it’s a guide to game design. Weber’s story is interesting and his battles are epic because he has set up his mythos extremely carefully to make “playing” interesting.

Strategic layer

Weber’s universe demonstrates differing political and economic systems giving rise to differences in the style and capabilities of the nations’ respective militaries.

The military dictatorship of the Republic of Haven has a large number of warships, naturally. The economy of that dictatorship is based on conquest: expand to capture new resources to satisfy the mob back home, but in stripping resources from the periphery you create unhappiness and insurgency that must be quelled by force. In using force to suppress insurrection you must utilise your warships (creating demand for more warships to be built), which works in the short term, but in the longer run it’s cheaper to bribe the insurrectionists with the same goodies the mob back home enjoy: which means further expansion now that the former-periphery is effectively part of the core. At the same time, moving your warships to attack new worlds uncovers your recent conquests, risking a further uprising: a dilemma that can only be solved by building more warships so you can manage both – and if you’re building warships that fast you’re diverting resources from the economy and research. As for the economy and research, a populace which is a seething mob of resentfully conquered peoples does not make for either a good industrial or academic base, and if you’re placating them with bread and circuses you’re not inculcating in them a culture of hard work or a willingness to study.

On the other side, the freedom-loving Kingdom of Manticore is peaceful, with a trading economy. Its planetary base is much smaller than Haven’s sprawling empire, and it is practically undefended. It is, however, extremely rich, which makes it a juicy target for Haven’s aggression. Apart from that its main advantages are a high-tech industrial base and a very strong research base.  Manticore therefore fields a small number of very big, very powerful warships that are individually much more capable than anything Haven possesses. Manticore’s research base is sufficient to ensure that Haven will continue to be outclassed by Manticorean weaponary as the war progresses and, while Haven will bring every greater numbers to even the score, Manticorean respect for human life leads them to design vast ships that require very few personnel.

Tactical layer

It is, however, on the tactical layer that Weber’s universe really shines, and it is in this area that the Honorverse really demonstrates the opportunity to improve game design. That’s because Weber doesn’t restrict himself to better technology leading to bigger guns: the new technology leads to different kinds of weapons that are then employed in different ways. And he sets up the physics of his mythos to make sure that will be interesting and fun.

Weber’s key sci-fi tech invention is the “impeller drive”. The impeller drive is the engine that allows ship to move around in normal space (i.e. not hyperspace) at enormous speeds; since even solar systems are enormous, this is necessary to enable battles to be fought. As in GalCiv and Endless Space, battles are (mostly) not fought in hyperspace.

The crucial thing about the impeller drive is a side-effect of the way it works. It generates two disc of gravitational distortion, one above and one below the ship it propels. This then “squeezes” the ship through space. The crucial side-effects are these:

  1. The discs of gravitational distortion above and below the ship (called the “impeller wedges”) are utterly indestructible impervious to harm.
  2. The front and back (fore and aft) of the ship are completely unprotected. Trying to seal these with impeller wedges would destroy the ship.
  3. The sides of the ship are not protected by the impeller wedge, although it is possible to generate a much less impervious force-field protection there.

These features of Weber’s physics create tactical consequences as corollaries.

  1.  Because the impeller wedge is impervious, you can’t shoot through it in either direction. So all guns have to be mounted along the sides, or fore and aft.
  2. To protect yourself, all you have to do is roll the ship over sideways.
  3. Because you can roll the ship, throwing simple projectiles at a ship is useless.
  4. The most useful weapons are missiles, because these can fly around the ship to seek out the relatively unprotected side.  Beam weapons can also work if the attacker is in position: laser blasts can shoot before you can roll the ship.
  5. Since missiles are the only way to attack a ship that has the advantage of a defensive position, battles largely depend on a weapon that has inherently limited ammunition.
  6. That said, the impeller wedge is a feature of the engine, and one that is largely non-directional. So when you try to fly away, to retreat from the field of battle, you will be exposing your unprotected rear to enemy laser fire.

This sets up a series of technological progressions for Weber’s series.

The series begins, unlike GalCiv or pretty much any space 4X, with Dreadnaughts. In the backstory, interstellar warfare had been reduced to a slugging match between these huge “Capital ships” (in the traditional sense sense of the term, capital ships are those ships so powerful that if you lose them, you’ve lost the battle, but as long as you’ve still got them, you’re still in the fight no matter what else is out there). This follows from the premise set up above: capital ships have the most space to carry the most missiles, the strongest lasers to punch through the enemies shields, and the most point-defence and shields to fend off the same from the other side. When Dreadnaughts take the field, frigates and cruisers had better simply get out of the way. This is a common outcome, but it is the usual end-game for 4X players: despite being able to launch interplanetary invasions, their tech tree generally starts with something more like a Star Wars X-Wing.

In Weber’s first novel, On Basilisk Station, technological innovation (and no small amount of desperation) led to a shake-up in this Galactic standard approach. By placing a capital-ship class beam weapon on a mere frigate (only possible by stripped almost everything else out) the protagonist had the traditional glass cannon, and single-handedly took out a dreadnaught flagship in a training exercise, followed in combat by a cruiser that was itself two- to four-times more powerful than herself. Not an outcome that could be relied upon, but it did point the way to smaller, more fragile, more powerfully armed craft being deployed in numbers.

As I mentioned, missiles are the main weapon, used at stand-off range and while closing for beam weapon fire. Capital ships are desirable in part because they have the largest missile capacity. Because all ships have point-defense, a fleet commander wants a large missile “throw” (meaning the ability to launch a large number of missile simultaineously) as many missiles will be shot down before reaching their targets, so overwhelming the tracking capacity and rate-of-fire of point defense is crucial. This leads to the second major innovation, “Pod-layers”: large cargo-type ships that accompany the fleet and, once in combat, are able to drop missile launch platforms equivalent to many capital ships. These pods are essentially disposable, and the pod-layers’ job is to launch these platforms and then flee the scene: they couldn’t hold territory even against battleships or cruisers, but a pod-layer is an incredible force-multiplier for a capital fleet.

Evolving from the idea of a ship that launches semi-autonomous platforms, the next step is an aircraft carrier. These are essentially similar to the Battlestar Galactica, and if a few dozen frigates and a score of cruisers are no match for the Super Dreadnaught that could be manufactured with the same resources, the two hundred-strong carrier air wing certainly is.

Such innovation demands its own response. Massive missile salvoes demand huge upgrades in point-defense. Alternatively, at least as long as the missile targeting doesn’t keep up with launch capacity, switching to fleets with larger numbers of smaller craft is also valid response: if the enemy waste their missile fire with overkill, more ships will survive to retaliate. And those “disposable” missile launch platforms (or, if not yet deployed, their fragile cargo haulers) are vulnerable to attack from an advance frigate screen before the capital ships are in attack range.

Post-modern Civ units

On of the problems with sci-fi 4X games is that we don’t know what future technology or future military units will look like, so games create “space archers” and “combat rovers” as if ranged attack or motorised transport were some shiny new tech. Attempts to extend the Civ tree suffer from this too: all it can offer is bigger numbers and, ultimate, the comedy-value of Giant Death Robots.

We all love our Giant Death Robots, right?

The other day I was reading an article in which a neo-con academic military lawyer charged leftist (American: liberal) academic lawyers with being a Fifth Column in a clash of civilisations between the West and the Islamist Caliphate. According to his thesis, the Critical Law school is actively engaged in PSYOPS (psychological operations) warfare against the United States, with the intent of creating sympathy for the Islamist enemy and undermining American military resolve.

There are numerous problems with this thesis – not least that it characterises academic disagreement as a form of treason and positively argues for opposing scholars to be treated as unlawful combatants. However, from a game-design point of view, it does suggest interesting possibilities.

Starting from the premise that academic and political activity could form a coherent psyops front intended to undermine the enemy, we could design new classes of Civ units for the current and near-future era. Consistent with the premise, these units would be non-military units (like Civ 4’s missionaries) that could cross national borders (usually) without declaring war, stack with military units despite 1UPT (but don’t stack with each other) and which could only be targeted by other psyops units. These units would apply debuffs to the civ they attack.

What might some of those units look like

  • Military lawyer. Action: Prevent a military unit in the same tile from moving. Action: remove a unit promotion from a military unit in the same tile. Each time either action is used there is a random chance the military lawyer will be exposed and removed.
  • Critical theory professor. Action: Expend the critical theory professor to make the university in the same city permanently generate +1 culture per turn for the opposing civ. Successive professors can target the same university.
  • Keynesian economist. Action: expend the Keynesian economist to increase the inflation rate by a small amount. Can only be used in enemy capital.
  • Green activist. Halves science rate in city in which it is stationed. Action: Expend the green activist in the enemy capital for a “Tech ban” – marks one of the most recent techs researched by the civ (i.e. a tech with no later techs that the civ has yet researched leading from it) as not researched.
  • Pacificist. Military improvements in the same city do not generate experience promotions for units built in this city.
  • Suicide bomber. Action: Destroy a random improvement in the same city. Kills the suicide bomber.
  • Media pundit. Action: expend the media pundit in an enemy city to convert a random culture building to generate culture for the opposing civ.
  • Blogger. A blogger can attempt an enemy psyops unit. Remove both the blogger and the opposing unit. Action: expend the blogger in your own civ’s city for a random chance to reverse the effects of a single media pundit or critical theory professor.
  • Migrant. Can create culture bombs (just like a Great Artist, but is built with hammers). This is unit can be attacked militarily (and cannot be countered by bloggers), but doing so is an act of war with the civ that built it, and generates negative reaction from other civs.

This could probably be modded in easily, although it’s not clear that the AI would know how to use them. Perhaps only usable in multiplayer games?