Here I offer some insight behind the thinking of this game.

One thing that most strategy games lack is dynamic control of groups. For example, usually a company or civilization is controlled by a single player for the entire game. Even when they can switch hands it is usually limited. In Tactical Overload I offer much liberty in this regard. APPOINTED GROUPS can change hands by choice or election and TRADED GROUPS by choice or majority of shares. These groups can align in various ways to form a much bigger group, which is closer to how it is in real life. For example, in a country there are many different companies, special interest groups, political parties, and other organizations that form the whole. And within a corporation are many involved individuals with different motivations. Not only does this method offer a bid of realism in this regard, but it also sets the stage for very sophisticated strategies.

Another extremely unique thing about Tactical Overload is that each area of land, known as lots, have 2 forms of ownerships. Regular ownership and sovereignty. This is a major part of life that is usually completely overlooked by other strategy games. Games that involve more than 1 civilization usually only concentrate on which civilization controls which lands, and games that revolve around business normally do not take national borders into sufficient consideration. This offers an extra bit of realism as well as more strategic options. Coupled with dynamic groups, players can decide for themselves the specifics of legal order and rebellions in addition to real estate. It is a perfect coupling of governmental and commercial dynamics. I certainly considered to add more levels of sovereignty. For example, in real life there can be municipalities, counties, states and provinces, countries, and empires. With clever utilization of the current system players can still achieve this to a degree, but I felt that both keeping it simple and including the concept was the best choice from a gaming perspective.