Controls Guide
Master the sophisticated control systems that make Warigami's strategic depth accessible and intuitive
Control System Overview
Warigami features a carefully designed control scheme that balances RTS complexity with accessibility. The system separates direct unit control from combat management, allowing strategic focus without overwhelming micromanagement.
๐ฏ Direct Control Layer
Traditional RTS controls for key strategic units
- Prime, Pupils, Proteges: Direct selection and movement
- Workers: Full command authority with override options
- Platoon System: 9 control groups with camera navigation
- Resource Management: Building placement and posting
๐๏ธ Building Interface Layer
Strategic command through building systems
- Playbook Projector: Group-based combat unit control
- Tactical Commands: Formation, stance, and ability management
- AI Coordination: High-level orders interpreted into behaviors
- Scalable Complexity: Simple commands or detailed tactics
Camera Navigation
The fixed isometric camera provides optimal strategic viewing while supporting multiple navigation methods for different preferences.
๐น Basic Camera Movement
๐ Advanced Navigation
Camera Mastery Tips
Hybrid Approach: Use WASD for precise positioning, minimap for long jumps, and base jump for quick checks
Angle Compensation: The system automatically adjusts for the 45ยฐ camera angle - click where you want to go
During Selection: Camera can pan while making selections - great for large area selections
Unit Selection System
Warigami's revolutionary hybrid selection system provides pixel-perfect accuracy while supporting advanced features like camera panning during selection.
Selection Techniques
๐ฑ๏ธ Single Unit Selection
Left Click: Select individual unit
Shift + Left Click: Add/remove from selection
Left Click Empty Space: Deselect all units
Visual Feedback: Gold selection rings with 35% transparency appear behind selected units
๐ฆ Box Selection
Left Drag: Create selection rectangle
Minimum Distance: 5 pixels to prevent accidental box selection
Camera Panning: Selection box moves with terrain during camera pan
Revolutionary Feature: First RTS to support larger-than-screen selections with world anchoring
๐ฏ Selective Filtering
Selectable Units: Prime, Pupils, Proteges, Workers only
Non-Selectable: All combat units (controlled via Playbook Projector)
Smart Filtering: System ignores non-selectable units in selection area
Strategic Focus: Reduces micromanagement while maintaining tactical depth
UI Integration
๐ก๏ธ Input Masking
Selection system intelligently prevents conflicts with UI interactions:
- Smart Boundary Detection: Drag starting inside UI areas is automatically blocked
- Visual Feedback Continuity: Selection can extend over UI elements while maintaining visual feedback
- Event Coordination: Integrated event system prevents UI/selection conflicts
- Context Awareness: System recognizes when cursor is over interactive elements
๐ Selection Panel Updates
Real-time information display synchronized with selected units:
- Dynamic Unit Display: Unit counts and types automatically updated in real-time
- Command Highlighting: Available commands highlighted based on current selection
- Resource Integration: Paper, Plumbum, and Pitch requirements shown for folding actions
- State Indicators: Unit health, experience, and special status displayed
- Quick Actions: Direct access to common commands from selection panel
โก Performance Optimization
Efficient systems designed for smooth gameplay experience:
- Selective Updates: UI panels only refresh when selection changes
- Event Batching: Multiple selection events combined into single UI update
- Memory Management: Efficient cleanup of selection data structures
- Responsive Design: UI adapts to different screen sizes and resolutions
Platoon System (Control Groups)
The platoon system provides professional-grade unit organization with integrated camera navigation, following RTS standards while adding innovative features.
Core Platoon Operations
๐ Assignment
๐ฏ Selection
Advanced Features
๐งน Smart Cleanup
Automatic maintenance of platoon integrity:
- Destroyed units automatically removed from platoons
- Null reference cleanup in LateUpdate()
- No manual management required
๐ Angle Compensation
Camera jumping accounts for isometric angle:
- Calculates proper viewing position for 45ยฐ camera
- Units appear centered in view after jump
- Maintains current camera height and zoom
๐ Event Integration
System integration for seamless operation:
- OnPlatoonAssigned events for UI updates
- OnPlatoonSelected events for system coordination
- Clean separation of concerns for maintainability
Playbook Projector Interface
The revolutionary building-based combat control system that eliminates micromanagement while providing deep tactical options.
Command Interface
Playbook Projector Command Interface
Command Categories
๐ก๏ธ Stance Commands
Control overall unit behavior and engagement rules
- Aggressive: Actively hunt enemies, long pursuit range
- Defensive: Stay near buildings, short pursuit range
- Hold Position: Do not move from current location
- Patrol: Move in coordinated patterns
โ๏ธ Formation Commands
Organize unit positioning and movement coordination
- Line: Spread units in battle line formation
- Column: Units move in marching column
- Spread: Maximum dispersion for area coverage
- Defensive Circle: Protect central area or units
๐ฏ Target Priority
Set engagement preferences for tactical advantage
- Air First: Prioritize flying units
- Ground First: Focus on ground threats
- Nearest: Attack closest enemies
- Weakest: Target damaged units
โจ Special Abilities
Unit-specific actions and advanced behaviors
- Patcher Auto-Heal: Automatically repair nearby units
- Proxie Auto-Deploy: Deploy swarms when enemies detected
- Plaguebearer Curse Area: Apply debuffs to target zones
- Formation Research: Unlock advanced tactical options
AI Command Interpretation
Understanding how high-level commands translate to individual unit behavior:
"All Pikemen - Defensive Stance"
Command sent to all Pikeman units
Each Pikeman adjusts behavior parameters
Units coordinate without micromanagement
Worker Command System
Advanced worker AI with strategic override commands that adapt to battlefield conditions.
๐ Auto-Harvest
Default Behavior: Automatic resource gathering and transport
Worker Types: Paper Pickers, Prospectors, Paper Pushers
AI Features:
- Intelligent pathing between resource nodes and storage
- Automatic target switching when resources deplete
- Efficient load balancing across multiple workers
- Visual feedback with carried resource stacks
๐ก๏ธ Defend
Override Behavior: Prioritize area defense over resource work
Use Cases:
- Enemy raids on resource nodes
- Protecting key infrastructure during attacks
- Maintaining worker presence during combat
Behavior Changes:
- Workers engage enemies within range
- Resource gathering becomes secondary priority
- Stay near assigned defensive positions
โ๏ธ Attack
Override Behavior: Participate in combat operations
Use Cases:
- All-hands emergency defense
- Coordinated assault requiring maximum forces
- Overwhelming enemy positions with numbers
Behavior Changes:
- Suspend all resource activities
- Actively seek and engage enemies
- Follow aggressive pursuit patterns
๐ซฅ Hide
Override Behavior: Disable auto-behavior and seek shelter
Critical Use Cases:
- Storm events approaching (30-60 seconds before)
- Major enemy offensive requiring worker safety
- Resource node contested - prevent worker casualties
Behavior Changes:
- All automatic behaviors disabled
- Workers seek shelter in nearest buildings
- Can be manually commanded to specific locations
- Resume Auto-Harvest when Hide is disabled
Global Worker Commands
UI toggles that affect all workers of a type simultaneously:
๐ All Paper Pickers
Coordinate all Paper harvesting workers with a single command
โ๏ธ All Prospectors
Manage Plumbum mining operations across multiple sites
๐ฆ All Paper Pushers
Control resource distribution network efficiency
๐ All Workers
Emergency commands affecting the entire workforce
Advanced Control Techniques
Master-level control methods that separate good players from great ones.
โก Rapid Unit Cycling
Quickly inspect and command different unit groups:
- Assign key unit combinations to platoons 1-3
- Use single number keys for quick selection cycling
- Double-tap for instant camera navigation
- Issue commands without losing battlefield awareness
Pro Tip: Keep Prime in platoon 1, main army in 2-3, workers in 4-6
๐ฏ Multi-Front Management
Coordinate actions across multiple battlefield areas:
- Use base jump (Space) to check main base status
- Minimap click to resource nodes under threat
- Platoon double-tap to army positions
- Playbook Projector commands for tactical coordination
Timing: Complete full battlefield cycle in under 15 seconds
๐ Dynamic Worker Management
Adapt worker behavior to changing battlefield conditions:
- Monitor threat levels via minimap and scouting
- Pre-emptively issue Hide commands before storms
- Switch to Defend when harassment detected
- Coordinate with combat unit positioning
Efficiency: Use global commands for rapid workforce coordination
๐ฎ Layered Command Execution
Combine multiple control systems for maximum efficiency:
- Strategic Layer: Playbook Projector for army-wide commands
- Tactical Layer: Platoon system for key unit groups
- Economic Layer: Worker commands for resource optimization
- Emergency Layer: Global overrides for crisis response
Integration: Each layer supports and enhances the others
Efficiency Optimization
Minimize Mouse Travel: Use hotkeys and camera jumps instead of manual scrolling
Predictive Positioning: Position camera ahead of where action will happen
Queue Commands: Issue multiple orders during low-intensity moments
Status Awareness: Regularly check resource levels and unit counts via UI
Control Customization
Adapt the control scheme to your preferences and playstyle for optimal performance.
Recommended Control Setups
๐ฎ Standard RTS Player
- Edge scrolling: Enabled
- WASD panning: Enabled for precision
- Fast base jump: 0.5 seconds
- Audio feedback: Full
๐ป Laptop/Trackpad User
- Drag panning: Primary method
- Edge scrolling: Disabled
- Larger click targets: Enabled
- Reduced drag threshold: 3 pixels
โก Competitive Player
- Maximum pan speed: Enabled
- Fast double-click: 0.3 seconds
- Minimal visual effects: Performance focus
- Hotkey alternatives: Customized
โฟ Accessibility Setup
- High contrast selection rings
- Larger UI elements
- Alternative input methods
- Voice command integration (future)