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* The [[RealTimeStrategy Real-Time]] StrategyRPG ''VideoGame/UnicornOverlord'' has in-game combat be managed and addressed through this. Characters behave according to a simple script the player makes called "Tactics", setting the conditions by which each ability (active or passive) the character has will be used. Moves higher in the list have priority, so if two moves have identical conditions, the top one always triggers. This means that moves that should be the default use and thus lack specific conditions should be at the bottom of the list less they supersede specific use-cases moves. "Conditions" in turn are parameters that can be either target priorities (ie: whoever has the least HP, the most AP, Prioritize cavalry as targets, etc...), or actual conditions for the move to trigger at all (If attacked by a flying unit, If you have 2 or more PP left, if armored units are present, etc.). The latter are labelled to mention that if the condition isn't met, the move will not trigger, while the former merely affects who the unit prioritizes when using said move. Moves can be entered in the list multiple times, each with various sets of conditions dictating when and how they should be used, allowing for some fairly granular control on the tactics each units employ. Lastly, Tactic template can be saved and imported to other characters of the same class.
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The robot command system is too simple to provide for actual "programming" experience.


* ''VideoGame/Zork2'' has a robot that follows the same sort of English commands you use to control your own character.
** You could tell any NPC to do something, and the interpreter would understand that's what you were trying to do. The robot was one of those rare characters that more or less followed any order that it could.
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* As part of the asymmetrical faction design of ''TabletopGame/{{Root}}'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.

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* As part of the asymmetrical faction design of ''TabletopGame/{{Root}}'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded.expanded by placing cards on it. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.
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* As part of the asymmetrical faction design of ''TabletopGame/{{Root]]'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.

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* As part of the asymmetrical faction design of ''TabletopGame/{{Root]]'', ''TabletopGame/{{Root}}'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.
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* As part of the asymmetrical faction design of ''TabletopGame/{{Root]]'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.

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