Just recently started Rule the Waves 3, which has been described as a “spreadsheet game,” a genre with which I am unfamiliar. Basically you pick a country and, starting between 1890 and 1930, run their navy in its entirety. Peace and war, investment and spending, ship design and stationing among the world’s oceans and your possessions, research and technology development, aircraft and zeppelins, assigning and dismissing officers, responding to interfence and suggestions from your country’s government, managing crises and events, repairing, refitting, mothballing and scrapping ships, popular unrest, and so on.
And in between turns, if you are at war, an automated battle generator will create somewhat random encounters where you see your ships fight it out on a map and have (depending on difficulty setting) limited control over them. As the grand old secretary of the navy, your influence is necessarily big-picture, and since the enemies are AI, you have to deal with encounters that arise organically (you can’t force the battle generator to let your best ships jump the enemy’s worst ships, for example, or plan to hit them in ways the AI can’t respond.)
But you can cross their T, maneuver your ships, and so on.
There are almost NO graphics. Ships are little more than dots that can be enlarged to show a static deck plan, and sound is just the occasional thunder of the guns. The game LOOKS primitive in the extreme.
But the level of detail is astounding. Your senior officers have ability ratings from incompetent to brilliant, but they also have random traits like Sporting Enthusiast and Music Lover, and these sometimes actually come up in world events (like a sports team wins and the navy gets prestige). The officers even have affairs or get drunk, which can cause you to face difficult choices.
There are mines and airships and submarines and you can outfit ships for colonial service (extra marines and supplies), more or less reliable engines, torpedoes, AAA, eventually radar and missiles and helicopters.
There’s endless resource management decisions and long-term planning, but the payoff comes when your battlecruisers land their initial long-range salvos on the lone dreadnought of the arrogant French, disabling her long enough to pour on the shells and neutralize her deadly return fire. Or your destroyers intercept an enemy convoy guarded by a superior cruiser force, but manage to outrun the cruisers, circle the convoy, and make a high-speed pass through the helpless merchantmen, dispensing torpedoes and 5-inch shells right and left before escaping into the gathering twilight.
A major feature of the game is fog of war. You receive incomplete and erroneous contact reports and damage assessments all the time, and only afterward discover that cruiser looming out of the darkness was only a destroyer, or that your airships’ reported 5 bomb hits on an enemy dreadnought were a big fat nothingburger.
It’s certainly not for everybody, but I find it holding my interest bordering on obsession.