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Techniques & Technology

Fog of War

Strategic information hiding

Fog of war obscures unexplored areas and enemy movements in strategy games, forcing players to scout and making information as valuable as military might.

ibm-pccommodore-amigasuper-nintendosony-playstationstrategyrtsgameplay1977–present

Overview

What you can’t see can kill you. Fog of war transformed strategy games from perfect-information puzzles into tense contests of scouting and deduction. The term is borrowed from Carl von Clausewitz’s On War (1832), describing the uncertainty inherent to combat. Computer wargames adopted it in the late 1970s; Empire (Walter Bright, 1977 mainframe / 1984 home) was an early implementation. Dune II (Westwood, 1992) brought it to real-time strategy and made it the genre’s defining mechanic.

Far from being deprecated, fog of war remains absolutely central to modern RTS and 4X games — StarCraft II (2010), Total War: Warhammer III (2022), Age of Empires IV (2021), Civilization VI (2016) all depend on it.

Fast facts

  • Origin: Board game wargaming (manually hidden pieces, double-blind play).
  • Computer wargame pioneer: Empire (1977 mainframe, 1984 home).
  • RTS pioneer: Dune II (Westwood, 1992).
  • Purpose: Information uncertainty and asymmetry.
  • Impact: Scouting becomes a core gameplay loop.

Implementation types

Modern fog of war typically uses three states per map cell:

State Visibility
Unexplored / black Never seen — total darkness
Shrouded / explored Seen at some point; terrain visible, units no longer shown
Visible / actively observed Currently in line-of-sight of a friendly unit; full information

The “shrouded” state is the genre’s key innovation — you remember the layout but can’t see what’s there now. Warcraft II (Blizzard, 1995) popularised this three-state model.

Strategic impact

Effect Consequence
Hidden movements Surprise attacks possible; ambushes a viable strategy
Scouting value Information gathering becomes a primary objective
Defensive advantage Attacker doesn’t know what’s behind walls
Map control Vision becomes a resource to fight over
Bluffing Threatening from off-screen creates real psychological pressure

Scouting methods

Unit type Scouting role
Fast units Quick exploration (Wolves, Knights, Speedsters)
Air units Overview capability — see over terrain (Bombers, Drones)
Static buildings Perimeter vision (Watch Towers, Outposts)
Reveal abilities Magical / tech reveal spells (StarCraft Scanner Sweep)
Detector units Counter-stealth — see invisible / cloaked units
Civilians / scouts Cheap, expendable units sent to die for information

RTS implementation

Game Year Fog system
Dune II 1992 Two-state: unexplored vs visible (no separate shroud)
Warcraft II 1995 Three-state shroud system; revealed terrain stays visible but units don’t
Command & Conquer 1995 Two-state initially; shroud added in later titles
Total Annihilation 1997 Radar gives partial information without full vision
StarCraft 1998 Refined three-state; cloaked / detected mechanics layered on top
Age of Empires 1997+ Line-of-sight with terrain blocking
Civilization 1991+ Per-tile fog; whole-map satellite reveal at late game

Implementation strategies

The technical approach to fog of war:

Approach Use
Per-tile/cell fog grid Standard for tile-based RTS (Dune II, Warcraft, AoE)
Per-pixel mask Smoother visuals; StarCraft II and modern engines
Vision radii sum Each unit contributes a circular radius; cells inside any radius are visible
Line-of-sight ray casting Terrain blocks vision; units behind hills don’t see over them
Mip-mapped fog texture Modern: store fog as a texture, blur for soft edges

Minimap importance

The minimap becomes critical when fog of war is active:

Feature Function
Territory Shows explored areas (often dimmer for shrouded)
Friendly units Always visible — your own positions
Enemy units Only when in current vision
Alerts Flash on attack notifications
Strategy Bird’s-eye planning view

Late-game RTS players spend nearly as much time looking at the minimap as the main view; the minimap is where macro-strategy happens.

Design considerations

Factor Balance
Vision range Differentiates units (scouts have far vision, melee units short)
Reveal speed Pace of information gathering
Permanent reveal Terrain memory; do you remember the layout forever?
Detection Counter-stealth — scanners, detectors, sensor towers
Cheating AI Computer opponents often see through fog (a balancing fudge)
Replay visibility Replays usually disable fog so spectators see the whole game

Modern relevance

Fog of war is a defining feature of:

  • RTS: StarCraft II, Total War series, Age of Empires IV, They Are Billions
  • 4X / grand strategy: Civilization series, Stellaris, Crusader Kings, Total War campaign maps
  • MOBAs: League of Legends, Dota 2 — vision wards are a core economic / strategic resource
  • Tactical: XCOM 2 — fog of war on the squad-level battlefield
  • Survival / horror: Don’t Starve — sanity-based fog
  • Roguelikes: Caves of Qud, Dwarf Fortress — fog as core navigation challenge
  • Modern board games: Twilight Imperium, Scythe — physical fog-of-war via hidden chits

See also