This is a question I keep asking myself: if TinyGenerals already has two factions, why are there still relatively few units?
Short answer: this is intentional.
We have many units planned
The current roster is not the final roster. Not even close.
I already have more unit classes and faction-specific ideas planned (including air, naval, and engineering directions), and some of the groundwork is in place. The limitation right now is not ideas - it is prioritization.
AI competitiveness comes first
Adding many new units too early sounds exciting, but it creates a huge balance and behavior problem:
- Every new unit multiplies AI decision complexity.
- If the AI cannot understand when and how to use those units, matches become less fun, not more.
- A larger roster without competitive AI usually means obvious exploits for human players.
For TinyGenerals to feel strategically satisfying, AI needs to stay competitive while the roster grows.
Why I prioritize AI over more content right now
I could spend time adding more units, buildings, and systems immediately. But without solid AI, that extra content would not create much real gameplay value yet.
I would rather ship fewer things that work together well than many things that are shallow or easy to break.
So the current approach is:
- Keep expanding mechanics step by step
- Improve AI in parallel
- Add new units when they can be used well by both players and AI
What this means next
More units are definitely coming. The goal is not a small roster forever - the goal is a stronger core game first.
When new units land, I want them to feel meaningful, balanced, and actually dangerous in AI hands.
If you want to help shape which unit types come first, join TG’s Discord and share your ideas.