3 min read
Why TinyGenerals Still Has Few Units (Even With Two Factions)

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.