Cool strategies. Best Old Strategies

From the early 90s to the mid 00s, strategies ruled over the minds of the players, receiving well-deserved honor and respect. Alas, their golden age is over: RTS (real-time strategy) cannot compete in entertainment with the next Battlefield, with the dynamics of Overwatch or the plot of Witcher 3. So you have to be content with another replay of the good old classics or wait for the release of the new "Civilization".

However, not everything is so pessimistic. Our rating of the best strategies will allow you to identify the most worthy representatives of the genre, as well as learn about the latest releases that gave some classic strategies a second life. We hope this TOP 10 will be informative. If not: comment and vote at the bottom of the article to help.

10 Strong hold


Stronghold was born in the golden era of RTS - in 2001. At the time, most strategies were trying to emulate either C&C or Warcraft, but Stronghold had other plans. Although critics try to assure that this strategy did not bring anything significant to its genre, its fans will argue with this and, in my opinion, they will be right.

Stronghold had a fairly well-developed and extensive economic component. Although the number of available resources is not far from the standard "wood / iron / gold / stone / food", the game has such an unusual parameter as "Popularity". It provided an influx of new residents to the city and depended on many factors: taxation, the variety of food available, entertainment (taverns with ale), and so on.

To hire soldiers, it was not enough to build a barracks. It was necessary to erect buildings that produce weapons. Provide the gunsmiths with the necessary building material, wait until the limping grandfather with an imposing gait delivers a hand-cut bow to the arsenal, and only after that you can hire ... even one archer. And so with all types of troops! It was impossible to just set up a barracks and "click" any units - this was preceded by the organization full cycle production of weapons and ammunition. Not surprisingly, the game had a number of economic missions that were not inferior in complexity to the military ones.


A typical serene morning in Stronghold Crusader

However, it was not the first part that gained particular popularity, but its continuation: Stronghold Crusaders, which was released the very next year, 2002. As the name implies, the game was dedicated to the confrontation between the Arabs and the Crusaders. Unfortunately, the attack/defense mode of the castle has disappeared (the only thing worth paying attention to in the first part), but more units have appeared, some of which could be hired for gold without producing weapons. For money, only desert warriors were hired, while European soldiers would continue to be equipped exclusively with weapons of their own production.


The game remains popular to this day thanks to the multiplayer and the release of various add-ons (for example, Crusaders Extreme in 2008). This is also facilitated by a simple, but quite diverse system of building fortifications: Stronghold allows you to surround the castle with high battlements and high towers, equip them with defensive weapons and archers, install additional traps or dig a moat around the perimeter.

Of course, there is no lesser arsenal of siege weapons, from battering rams and ladders to catapults and trebuchets, which can fire at the enemy’s fortifications not only with stones, but also ... with cows. Add to that the ability to set fire to an enemy's city or starve its economy to death: the choice of duel strategy is quite extensive, as for an RTS. This variety has made the game quite interesting for a multiplayer game.


The first part of Command & Conquer was released in 1995, becoming at that time a real breakthrough in the genre and seriously competing with Warcraft and Dune. Many of the now familiar gameplay features looked revolutionary at that time:

  • Players could select a whole group of units and give them a command with just one click;
  • The map featured neutral units, buildings, and other objects that could be interacted with (read: "destroy");
  • It was in C&C that the system for separating units by class first appeared, such as "stone, scissors, paper" - the first type of unit is effective against the second, but vulnerable to the third, etc .;
  • The game began to use videos and animated cutscenes, paired with a cool soundtrack, allowing players to "get into" the history of the C&C universe, and not perceive it as another unnamed chessboard to hone their tactical abilities;
  • Another signature feature of Command & Conquer is the presence of only one resource, tiberium - it is for it that all wars in the universe of this game are fought.

C&C turned out to be incredibly popular with all the consequences: many gameplay elements have spread to other games, becoming familiar elements of most strategy games. In addition to the classic C&C series, which still pleases its fans with new releases, over time, two "alternative" versions of the C&C universe have appeared. These are Command & Conquer: Generals (2003) and the Red Allert line of games that has become very popular.

  • Red Allert


The Soviets, as it were, convey a fiery hello to old man Einstein

Red Allert deserves a separate article. This game has absorbed an incredible amount of madness and "cranberries" on the theme of the Cold War and the confrontation between NATO and the USSR. Here short description the prehistory of the universe of this game: having seen enough of the horrors of World War II, the old man Einstein in 1946 decides to make a time machine and return to the past to destroy Hitler. As a result, the scales swung the other way: Comrade Stalin decides to build his own, communist Reich, and Europe, together with the allies, still has to fight.

Judge for yourself how successful the game was: 35 million copies were sold worldwide, and an entry appeared in the Guinness Book of Records, assuring that Red Allert is the best-selling RTS in the world. In 2000 and 2001, Red Allert 2 and Red Allert 2 were released: Yuri's Revenge, which is still a classic choice for oldfags. However, for fans of more modern graphics, there is a third part of RA.


Warhammer is a vast fictional universe on which many books, comics, films, computer and board games are built. At the same time, there are two versions of this universe: Warhammer Fantasy and Warhammer 40,000. In the first case, as the name implies, Warhammer is faithful to the canons of fantasy and pleases fans of Tolkien and other "elves". And Warhammer 40,000 creates a mix of fantasy and science fiction, pushing the confrontation closer to the stars.

There are about 20 games related to Warhammer 40,000. But only one of them is always associated with the word "Warhammer" for any strategy fan: this is the one and only Warhammer 40,000: Dawn of War, released in 2004.

Strategy, in the usual sense of the word, has not been given so much space: the focus is on tactics. Buildings are built quickly, and there are only 2 resources: energy, for which you need to build generators, and special points that can be obtained by holding checkpoints under the onslaught of the enemy.

The creators of the game, as it were, directly declare from the first minutes: leave all this fuss with building a base and economic development for nerds. The WH40K universe was created solely to force armored paratroopers to fight various monsters (from orcs to more exotic creatures). So no long economic development it does not foresee: only battles from the first to the last minute.


Warhammer 40,000: Dawn of War 2 is made for Top Gear's Jeremy Clarkson: with a yell of "Power!!!", the player sweeps all the enemies in his path. Tactics? No, have not heard.

2009 saw the release of Warhammer 40,000: Dawn of War 2, which was highly acclaimed by players, was thoroughly praised by many gaming publications, but ... suddenly turned out to be not a strategy game. Faithful fans of the first part were horrified to find that the long-awaited Dawn of War 2 has become more like an RPG like Diablo than itself 5 years ago. True, this did not prevent the game from finding its fans, who assure that the multiplayer has retained all the necessary elements of RTS and is quite satisfactory.

7. Total War


It's funny that Total War and Warhammer 40,000: Dawn of War are next door in the ranking of the best strategies, because just in May of this year, Total War: Warhammer, the first TW dedicated to the Warhammer universe, was released. True, not Warhammer 40,000, but Warhammer Fantasy - so, first of all, fans of fantasy worlds will like it. However, let's talk about everything in order - after all, the release of this game was preceded by 9 other parts, which brought TW worldwide fame.

Home distinctive feature Total War is a successful combination of turn-based mode and RTS: the level of each of them is selected separately. The main action takes place on global map world in which everything happens step by step. But the battles are downloaded separately and are rapidly developing in real time. Players will have to wisely use the features of the terrain and Various types units, which allows you to gain an advantage even over superior enemy forces.


The first TW came out in 2000. But the worldwide fame of the series was brought by its third part, Rome: Total War, which used a three-dimensional engine. As the name suggests, the action took place during the Roman Empire. In addition to the "classic" European nations, Arab empires (Egypt) and even barbarians were available in the game. Depending on the chosen side, not only the units differed, but also the architecture of the cities. The popularity of this part of the subsequent TW could not surpass.

In 2013, Rome: Total War II was released - initially buggy, but later brought to mind with the help of numerous patches. Probably inspired by Civilization, the developers of Rome 2 added the ability to win not only through conquest, but also through culture and trade. However, this is not the only part worthy of attention: Napoleon, Attila, Shogun 2 and the previously mentioned Warhammer are also interesting in their own way.


If I could create a product as successful as Warcraft, I would be resting on my laurels for 20 years, spending all my money in some completely pointless way. But the guys from Blizzard are not like that: after getting a well-deserved standing ovation after the release of Warcraft 2, Blizzard set to work on a space RTS. True, as a result, they still got Warcraft: the beta version was mercilessly criticized and perceived as "orcs in space." Fortunately, the developers listened to the criticism and completely redid graphics engine and setting. So in 1998 the legendary StarCraft was born.

The game features 3 races: Zerg, Protoss and Terran, which are borrowed from the Warhammer 40,000 universe (tyranids, eldar, imperial guard). However, the similarity is extremely superficial: having been born, StarCraft went its own way of development - the universe of this game has acquired its own characteristics and now has little in common with Warhammer.

In most strategies, in order to maintain a delicate balance, all nations have the same set of units and buildings + a few unique buildings / soldiers that bring some variety, but do not fundamentally affect the tactics of the game. StarCraft did not give a damn about these canons. All 3 races are completely different:

  • Zerg far from technology and science, they achieve superiority solely by quantity.
  • highly spiritual protoss are the exact opposite of the zerg: each protoss imagines himself an important person with a rich inner world, so it costs a lot of resources, but also hits, respectively, painfully and hard.
  • Terrans(from the word "terra") represent people in the game. They are the "golden mean" between the zerg and the protoss.


The beautiful lights of Star Craft 2 lure gullible schoolchildren and evoke a skeptical grin from oldfags

Such striking differences between the races gave the game a solid advantage over the rest of the RTS, gaining her a reputation as a "smart" strategy, in which you need not just to "spawn" as large an army as possible, but to think over your actions in advance, showing strategic and tactical skills. Microcontrol also plays an important role: if the protoss are not particularly demanding on control accuracy, then the success of offensive operations of other races, especially the zerg, directly depends on the speed and accuracy of the player's reaction.

StarCraft II was released in 2010. Modern graphics and excellent multiplayer allowed the game to return to its former glory and take its rightful place in eSports. Although the oldfags claim that the unique balance of the first SC is somewhat lost, StarCraft 2 received high ratings from various gaming publications (on average 9 out of 10) and gave it a second life.

5. Age of Empires


In 1997, the first part of Age of Empires was released: all the same Warcraft, only in profile. Instead of fantasy races, the game featured 12 human nations that could evolve from the Stone Age to Antiquity. This game did not make a splash in the gaming world, but on the whole it was received favorably, which inspired its creators to start working on the second part.

After 2 years, Age of Empires II: The Age of Kings came out, which became truly legendary. She eclipsed not only the first part, but also many of the then “whales” of this genre, having won a decent army of fans. In 2000, the add-on Age of Empires II: The Conquerors appeared, which added 5 new nations with unique units to the game, as well as additional missions and technologies. It was this part of the game that became the most popular in the Age of Empires series. What is the reason for her success?

  • Diversity of nations. There were 18 nations in The Conquerors, many of which were quite exotic: Huns, Teutons, Saracens, Celts, Persians, Aztecs, Mayans, etc. In fact, it was this game that laid the fashion for strategies with many different civilizations.
  • Development opportunity. The second "chip", which was implemented for the first time among strategies, was precisely AoE 2 - the transition from one historical era to another. All this was accompanied by a rather extensive technology tree, for the study of which it was necessary to build various buildings and spend resources.
  • Balance. Of course, the nations differed not only in the color and different design of buildings. Each of them had their own bonuses and unique units. Some had an economic advantage, others had stronger cavalry, some had great siege weapons, some had a long-range fleet, and so on. All this variety was quite balanced with no clear favorites. As a result, Age of Empires 2 appealed to many fans of online battles.


As it turned out, Nice picture cannot replace interesting gameplay

Age of Empires III was released in 2005. It was not bad, but it was not close to the success of its predecessor. As a result, after several addons, Microsoft gave up and, to the delight of the fans, returned to Age of Empires 2. In 2013, they released Age of Empires 2: HD edition, and then 2 more addons: The Forgotten (5 new nations, including Slavs) and The African Kingdoms (4 more nations and "African" campaigns). So today AoE 2 continues to develop and delight fans with new additions.

4. Cossacks


The success of Age of Empires caught the attention of many game makers, who stopped trying to make their own "Warcraft" and switched to "Age of Empires" (which was undoubtedly inspired by Warcraft). So the guys from the Ukrainian company GSC Game World created RTS, which conceptually has a lot in common with AoE.

The Cossacks game, released in 2001, turned out to be so successful that in the eyes of many domestic strategists it overshadowed the Epoch for a long time. According to Igromania, at one time Cossacks became the best-selling domestic game (more than 1 million copies).

"Cossacks" continued the idea of ​​numerous playable nations. In the second addon of the first part, which was called "War Again", there were 20 different countries. And if in the "Epoch" there was not a single Slavic nation, then in the "Cossacks" not only Russia, but also Ukraine was available (which is logical, following from the name and geographical location developers). There were also more refined nations, like Piedmont and Saxony.


Unlike other strategies, in "Cossacks" resources were spent not only on the acquisition of units, but also on their maintenance. Without food, famine began, and mercenaries purchased for gold raised an uprising as soon as the treasury was empty. To use firearms, iron and coal were needed - without them, arrows and artillery were defenseless.

Also in the game it was possible to capture some enemy buildings, artillery and peasants (except Ukrainian ones, with them as usual: will or death). Compared to the Age of Empires, the Cossacks seemed more dynamic, allowing you to create an incredible number of some kind of crazy and fearless units - in a multiplayer game, the battles of such hordes looked epic and exciting.

  • Cossacks 2


In 2005, "Cossacks 2" came out: despite the high ratings of many gaming publications, the game did not cause the same enthusiasm that the first part. Absolutely everything has been redesigned in it: it has become more realistic and thoughtful. No "disputed" nations, raids of hordes of fearless madmen and upgrades of ancient guns to such a degree of efficiency that even Kalashnikov becomes envious.

The battles in "Cossacks II" forced to take into account the terrain, reload guns for a long time and monitor the morale of soldiers who can get cold feet and rush into the loose. It sounds, like, not bad, but in the network game there is no trace of the former fun.

  • Cossacks 3


And on September 21, 2016, the long-awaited "Cossacks 3" was released, which no one had ever dreamed of. And everything would be fine if it were not for the number 3 in the title - everyone expected the continuation of the series, but received a remastering of the first part. The old game was transferred to a new graphics engine, the gameplay is completely taken from the original Cossacks. Add to that a decent amount of bugs that GSC Game World has been actively fixing since release with various patches, and you can see why many gamers felt cheated. Still, GSC should have announced that the game is a remaster of the first part. before release, not after him.

3. Heroes of Might and Magic


The first part of the turn-based strategy Heroes of Might and Magic was released back in 1995. Its predecessor was King's Bounty, which appeared back in 1991. But universal love and recognition for HoMM came gradually, covering Heroes of Might and Magic III with a head somewhere closer to 1999.

The action of all "Heroes" takes place in a fantasy universe. There are races, but the player is not tied to them: the hero can conquer the castles of any faction and hire any available units. So, under the same banners, the most motley and wild brethren can gather: elves and skeletons, centaurs and dragons, people and elementals.

Battles take place on a field divided into tiles (hexagons). Units of the same type occupy one cell, regardless of their number. The moves are carried out in turn, while the hero looks at this action from the side, from time to time trying to help his army by casting various spells. Gradually, the hero gains experience, learns new skills and collects various artifacts that make him better and higher.


HoMM IV was released in 2004 and was perceived, to put it mildly, ambiguously: there were too many innovations. The main and key innovation concerned the heroes: from passive observers they turned into active participants in battles who could move, deal damage and be attacked like other units. Heroes could travel without troops at all: one at a time or in a gang of 7 characters. Having pumped properly, a lone hero could independently endure a large army.

Was and back side medals: if you managed to kill an enemy hero at the beginning of the battle, you could get a solid advantage. For example, it made sense to organize a sabotage attack on the enemy, lay down the leader of the troops and retreat - a decapitated army lost the opportunity to capture mines and castles, which forced it to retreat and drag the commander's lifeless carcass home.

All these innovations gave rise to countless spaces for controversy and hollivars: since 6 years have passed since the release of the third part, a new generation of gamers has appeared who have never seen Heroes before - they liked HoMM4. But those who grew up on the previous parts, butthurt experienced mixed feelings.

  • Heroes of Might and Magic V


Disputes between supporters and opponents of the fourth part was stopped by the release of Heroes of Might and Magic V, which took place in 2006: yesterday's opponents joined forces in a common impulse to express claims about cartoonish graphics for anime fans. If you close your eyes to the picture, according to the gameplay, "Heroes 5" was a modernized copy of the third part - obviously, the developers did not experiment in order to earn extra money on the nostalgia of the fans of the series.

This is where the classic "Heroes" ends and something completely incomprehensible begins. HoMM 6 and 7 have turned into some kind of alternative product, so far from the original that even Heroes 4 looks like a standard of kosher against their background. Therefore, most fans of "Heroes" prefer to play earlier versions, from 3 to 5. But the Third HoMMs remain the most popular. Especially since the HD version of this game was released in 2015.

2 Civilization


The first "Civilization" appeared in shaggy 1991 and, as they say, was a digital version of the same name board game early 80s. Since at that time ordinary mortals did not have computers, few suspected a new strategic toy: mainly employees of research institutes and other interesting enterprises.

Nevertheless, the game turned out to be quite successful: what engineer could resist the temptation after a busy shift to try on the role of Stalin or Gandhi? The presence of Civilopedia, a detailed game encyclopedia, favorably distinguished Civilization from other strategies of those times.

  • Civilization II


In 1996, Sid Meier and company released the second part of Ziva, which, thanks to the greater prevalence of computers, became a completely successful commercial product. Despite the mediocre graphics, the game had cool moments: for example, when building a wonder of the world, a video clip of a real newsreel was played. You could see the launch of the Apollo or a nuclear rocket, the shooting of the Sistine Chapel or Notre Dame de Paris. In subsequent parts, the cinema was replaced with conventional animation.

  • Civilization III


2001 was marked by the release of Civilization III: the first Civa with nice graphics. Even now it looks quite attractive, and in 2001 this picture caused a real delight. The gameplay has also undergone some changes. In Civ 2, players tried not to collect many units on one cell, because. in the event of an enemy attack and the death of one of them, everyone who stood on the cell died. In Civ 3, nothing like this happened: in order to clear the cell of enemies, it was necessary to destroy them all.

Therefore, the obvious and only tactic of waging war in the third Civ: the creation of the so-called stack - a crowd of motley units on one cell. From time to time, a leader appeared who could unite 3 units under his banners. Such a formation was called an army and was a kind of fat unit with 20HP. With the help of the army, it was possible to cut out almost anything.


The city window is the best thing in Civilization III

The signature feature of the second and third Civa was the situation in which a technologically backward unit, having more combat experience, could easily destroy some miracle weapon of the future. For example, in the order of things there was a situation when a spearman tore an enemy tank to shreds with an accurate blow or an archer, pulling the string properly, shot down an enemy bomber. Particularly amused was the fact that the plane was shot down equally successfully not only by an archer, but also by a swordsman. In subsequent parts, this problem was partly solved, but in the first Civs such events gave rise to many bouts of hysteria.

Civilization III had a number of innovations that migrated to all subsequent games in the series: various resources on the map, the Golden Age, cultural influence on neighboring cities, with which it was possible to assimilate a neighboring settlement, a technology tree (in previous parts, you had to memorize or write down the sequence discoveries of various sciences).

  • Civilization IV


Civilization IV, released in 2005, has acquired a three-dimensional image. Players, accustomed to the third Civa, were wary of the unusual graphics, so unlike the previous part. Religion and espionage appeared in the game (Beyond the Sword addon), and aviation actions became more realistic: planes made raids from the city and could not be shot down by some harsh spearman. Cluster problem a large number units on one cell was partly solved just by aircraft or artillery: damage from their attack was received by all units in the stack.


Another cool innovation that appeared in the Warlords addon is vassal states. Now, instead of completely conquering negligent neighbors, it was enough to defeat the bulk of the troops and capture several key cities. After that, the enemy agreed to capitulate and became a vassal. Also, the status of a vassal could be granted to a group of their cities on another continent or islands, turning them into a kind of autonomous republic.


The year 2010 came and Civilization V came out. Square cells were replaced by more convenient and practical hexes: with them, state borders got rid of the strange linear angularity and became more believable. The system of accumulating a huge number of units on one cell was demolished: now only one military unit could be placed on one hexagon. At the same time, they were made more efficient and stronger.

It was necessary to spend strategic resources for the maintenance of certain units: horses, iron, oil, coal or uranium. Without having them at hand, the state risked being left without cavalry, battleships, nuclear weapons and aviation, which not only added realism, but also forced the players to carefully manage resources instead of riveting in incredible quantities whatever they want.


The tactic of building as many cities as possible also outlived its usefulness: large empires received fines in culture and science, and the population began to show discontent. So there are several different tactics: develop through 4-5 cities with more population, or build more settlements, but with fewer inhabitants in the cities. It became possible to win with one single city (greetings from Venice).

Another innovation: the emergence of city-states that do not claim world domination. Friendship with them brought various bonuses: resources, science, culture or religion points, units and additional votes in Congress.

It is worth noting that many of the functions, as in previous Civs, were added in addons: religion and espionage, caravans, the ability to adopt various resolutions in Congress and the UN - all this was not in the initial version without addons. Therefore, reading reviews about the game, it is not difficult to see how the anger of the fans of the series was gradually replaced by mercy.


On October 21, 2016, Civilization VI was released. Among the notable innovations: 2 technology trees, cultural and scientific, which open independently of each other. Cells around cities must be built up with special areas: scientific, cultural, military, religious, industrial, etc. It’s definitely impossible to build everything - there simply won’t be enough cells. Moreover, each wonder of the world also requires a separate tile.

It is difficult to describe all the innovations and features of the sixth Civa because of its freshness. But the game has already received the highest ratings from various gaming publications, and the reviews in Steam, by and large, are very positive. And this is despite the fact that usually the first version of Civilization turns out to be damp and only with time, with the help of several addons, it turns into a masterpiece. But, apparently, the sixth Civilization can become the first representative of the series, which is good from the very beginning.

1. Warcraft


By a wide margin, Warcraft climbs to the top of the ranking of the best strategies - one of the founders of the RTS genre, whose developments have become the standard for dozens and hundreds of subsequent games. It shouldn't be surprising that C&C and StarCraft couldn't even get close to Varych: his impact on the gaming industry cannot be overestimated. Dota, World of Warcraft, desktop and card games, and now also a feature-length film - all this came into being only thanks to the game from Blizzard, which was released back in 1994.

The plot of Warcraft: Orcs and Humans is tied to the confrontation between humans and orcs. As in the film, the orcs fall out of the portal into the world of people and a struggle begins between them for a place under the sun. However, the first part did not attract much attention - all the glory went to its sequel, Warcraft II: Tides of Darkness, which was released just a year later. But just look at the changes that have taken place in the schedule in this short period! Add interesting videos and a solid plot to a pleasant picture, and that's it - the masterpiece is ready.


As if "before" and "after" - the year was not in vain

  • Warcraft III

But the continuation of the banquet had to wait a long time - as much as seven years. And the first reaction of the gaming community was ambiguous: too many suspicious innovations appeared in the game:

  • 3D engine;
  • 2 races grew into 4 (night elves and undead were added);
  • A lot of neutral units and monsters appeared on the maps;
  • Heroes were added to the game who accumulated experience, pumped skills and cast all sorts of things (why not RPG?);
  • Rollers have become even brighter and more beautiful;
  • The plot is even more twisted and pathetic.

The pinnacle of the evolution of the third part was the release of Warcraft III: The Frozen Throne in 2003, which gave birth to the memorable dot-com (I’m unlikely to discover America if I remind you that DotA was created in the usual Warcraft 3 map editor and was not considered as a full-fledged stand-alone game).

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  • Indeed, some people prefer to turn their attention to shooters, others like stealth games, and still others like various moba-oriented projects. There are also those who like turn-based options, where each move and each action must be considered very carefully. In fact, the best turn-based games can be listed on the fingers at the moment, since quite mediocre and copying solutions often come out, but today we will try to select the best turn-based strategies on the PC.

    Heroes of Might and Magic III HD. A cult game without any exaggeration, which is still held in high esteem by gamers and even relatively recently received a remaster in HD. You have to build your own castle of one of the factions available in the game, develop infrastructure, accumulate unique troops, improve them and conquer all possible resources on the map in order to eventually defeat the enemy. You can play it for dozens of hours and it doesn't get boring! Moreover, it is possible to play together on one computer.

    System requirements Heroes of Might and Magic III HD:

    • System: Windows 7 (SP1), Windows 8, Windows 8.1 (32 or 64 bit);
    • Processor: Intel Core2 Duo E4400 @ 2.0 GHz or AMD Athlon 64 X2 3800+ @ 2.0 GHz;
    • RAM: 2 Gb;
    • Video Card: NVIDIA GeForce 8800 GT or AMD Radeon HD2900 with 256 MB of integrated video memory and support for Shader Model 4.0
    • Disk space: 27 Gb.

    Disciples 2. The golden mean in the series, which is remembered with nostalgia by many. Here, movement around the map is similar to the heroes, but the battles are a little different - you recruit a squad with special abilities, develop fighters and attack from a place without unnecessary movement across the field. The game has a well-written lore, interesting gameplay features addictive for a very long time!

    Disciples 2 system requirements:

    • System: Windows XP;
    • RAM: 32Mb;
    • Disk space: 1.2 Gb.

    Sid Meier's Civilization: Beyond Earth. A turn-based classic strategy where you have to not only develop your state, but do it outside the earth - on a new planet in space. You have to choose a ship, a campaign sponsor and a few other features, and then go to distant and uncharted space to establish a colony and make peace with the rest of the colonialists or go to war with them.

    Sid Meier's Civilization: Beyond Earth System Requirements:

    • System: Windows XP;
    • Processor: Pentium II 233 MHz;
    • RAM: 32Mb;
    • Video card: at least 128 Mb;
    • Disk space: 1.2 Gb.

    Master of Orion. Another extremely colorful and thoughtful turn-based strategy that has become an excellent successor to the 1993 game. There is something to think about and every move is given for a reason. The player is given control of one of 10 races and then needs to lead it to greatness through the collection of resources, research, the conquest of worlds and the manipulation of leaders.

    Master of Orion system requirements:

    • System: Windows 7, Windows 8, Windows 10 (64 bit);
    • Processor: Intel Core 2 Duo 2 GHz or AMD Athlon X2 2.2 GHz;
    • RAM: 2 Gb;
    • Video Card: nVidia 240, ATI 4650, Intel Integrated HD3000 or better
    • Disk space: 15 Gb.

    The best turn-based strategy games on PC

    King's Bounty. The legend of the knight. Very similar to the previous position, but with its own unique atmosphere, monsters, history and other features. Unlike heroes, movement outside of the combat map takes place in real time, so there is no need to skip turns. There is also a role-playing system through which your character can talk to others and interact with various objects. Battles are on a hexagonal field in turn-based mode.

    King's Bounty system requirements. Legend of the Knight:

    • System: Windows XP / Vista;
    • Processor: Intel Pentium 4 2.6 GHz or faster;
    • RAM: 1 Gb;
    • Video card: NVIDIA GeForce 6800 / ATI Radeon X800 with 256 MB of memory or better;
    • Disk space: 5.5 Gb.

    Darkest Dungeon. Pretty hardcore toy with turn-based action in the battle, where success depends on each hit. You have to collect a group of heroes and then go in turn to several dungeons. Enemies can attack from anywhere, opening certain items on the map imposes positive and much more often negative effects, bosses are ruthless, the torch gradually goes out and this also affects non-heroes.

    Darkest Dungeon System Requirements:

    • System: Windows XP / Vista;
    • Processor: Any dual-core processor with 2 GHz;
    • RAM: 2 Gb;
    • Video card: Any video card with 512 MB of memory (1080p, 16:9);
    • Disk space: 2 Gb.

    Xcom 2. Are you ready to fight back the aliens and show that the Earth belongs only to people? Well, then you definitely should look into this toy. At the moment, all the problems have already been fixed and we have an excellent turn-based toy that pleases with the number of unique units and inclusions of the role-playing system.

    XCOM 2 system requirements:

    • System: Windows XP / Vista;
    • Processor: Intel Core 2 Duo E4700 (2.6 GHz) or AMD Phenom X4 9950 (2.6 GHz);
    • RAM: 4 Gb;
    • Video Card: Radeon HD 5770 1 GB or GeForce GTX 460 1 GB;
    • Disk space: 45 Gb.

    hard west. Do you like interesting stories, cowboys and turn-based games? In that case, welcome! The game combines western and otherworldly themes with an excellent storyline, or rather eight storylines at once. Demons, skirmishes, amulets, magic, beautiful graphics, interesting gameplay - all this catches your eye right away and fits perfectly within one game.

    Hard West system requirements:

    • System: Windows XP / Vista;
    • Processor: Intel 2 Quad Q6700 2.66GHz/AMD Athlon 64 X2 Dual Core 5000+ 2.6GHz;
    • RAM: 4 Gb;
    • Video card: NVIDIA GeForce GT 430/AMD Radeon HD 4670;
    • Disk space: 6 Gb.

    Total War: Warhammer. A sort of mix of turn-based strategy and real-time strategy in the Warhammer universe. In turn-based mode, you have to manage the state and establish contacts, send diplomatic missions or engage in battle - when the fight itself begins, everything goes into real time. Take control of one of the many races and build your perfect state by destroying all enemies in your path.

    Total War: Warhammer system requirements:

    • System: Windows 7 64Bit;
    • Processor: Intel Core 2 Duo 3.0Ghz;
    • RAM: 3 Gb;
    • Video Card: AMD Radeon HD 5770 1024MB / NVIDIA GTS 450 1024MB / Intel HD4000 @720p;
    • Disk space: 35 Gb.

    Divinity: Original Sin 2. Well, the first place is rightfully occupied by a game that can be completed in almost any way, the system of variability in quests is so chic and the role-playing system is extensive. This is more than a dozen character options to choose from, subclasses, various combinations of both characters and skills. In fact, you can talk for a long time, but it’s better to try it once - the plot here is simply excellent and will not make you sad. Gather a party of up to 4 characters or go on a journey on your own for an incredible adventure.

    Divinity: Original Sin 2 system requirements:

    • System: Windows 7 SP1 64-bit / Windows 8.1 64-bit / Windows 10 64-bit;
    • Processor: Intel Core i5 or equivalent;
    • RAM: 4 Gb;
    • Video Card: NVIDIA GeForce GTX 550 / ATI Radeon HD 6XXX or better
    • Disk space: 25 Gb.

    From the early 90s to the mid 00s, strategies ruled over the minds of the players, receiving well-deserved honor and respect. Alas, their golden age is over: RTS (real-time strategy) cannot compete in entertainment with the next Battlefield, with the dynamics of Overwatch or the plot of Witcher 3. Therefore, gamers have to be content with another replay of the good old classics or wait for the release of the new "Civilization".

    However, not everything is so pessimistic. Our rating of the best strategies will allow you to identify the most worthy representatives of the genre, as well as learn about the latest releases that gave some classic strategies a second life. We hope this TOP 10 will be informative. If not: comment and vote at the bottom of the article to help.

    Rating of the best strategies

    Stronghold was released during the golden age of RTS in 2001. At the time, most strategies were trying to emulate either C&C or Warcraft, but Stronghold had other plans.

    The game had a well-developed economic component. Although the number of available resources has not gone far from the standard "wood / iron / gold / stone / food", an unusual parameter has appeared - "Popularity". It provided an influx of new residents to the city and depended on many factors: taxation, the variety of food available, and entertainment.

    To hire soldiers, it was not enough to build a barracks. It was necessary to erect buildings that produce weapons. Provide gunsmiths with the right building material. Wait until the limping grandfather with an imposing gait delivers a planed bow to the arsenal ... Now you can hire one archer. And so with all types of troops! You can’t just set up a barracks and “click” any units - this was preceded by the organization of a full cycle of production of weapons and ammunition. Not surprisingly, the game had a number of economic missions that were not inferior in complexity to the military ones.


    A typical serene morning in Stronghold Crusader

    However, it was not the first part that gained particular popularity, but its continuation: Stronghold Crusaders, which appeared in the next year, 2002. As the name implies, the game was dedicated to the confrontation between the Arabs and the Crusaders. Unfortunately, the attack/defense mode of the castle has disappeared (the only thing worth paying attention to in the first part), but more units have appeared, some of which could be hired for gold without producing weapons. For money, only desert warriors were hired, while European soldiers would continue to be equipped with weapons of their own production.

    The game remains popular to this day thanks to the multiplayer and the release of the Crusaders Extreme expansion. This is also facilitated by a simple, but quite diverse system of building fortifications: Stronghold allows you to surround the castle with battlements and high towers, equip them with defensive weapons and archers, set additional traps and dig a moat with water.

    The first part of Command & Conquer was released in 1995, becoming at that time a real breakthrough in the genre and seriously competing with Warcraft and Dune. Many of the now familiar gameplay features looked revolutionary at that time:

    • Selection and direction of a group of units with just one click;
    • The presence of neutral units, buildings, and other objects that can be interacted with (read "destroy");
    • The system for separating units by class. The principle of "rock, scissors, paper" appeared - the first type of unit is effective against the second, but vulnerable to the third, etc.;
    • The game began to use videos and animated splash screens. Paired with a great soundtrack, they allowed players to "get into" the history of the C&C universe, rather than seeing it as just another unnamed chessboard to hone their tactical abilities;
    • The presence of only one resource, tiberium, is what all the wars in the universe of this game are fought for.

    C&C turned out to be popular with all the consequences: many gameplay elements have spread to other games, becoming familiar elements of most strategies. In addition to the classic C&C series, which still pleases its fans with new releases, over time, two "alternative" versions of the game universe have appeared. These are Command & Conquer: Generals (2003) and the Red Allert line of games that has become very popular.

    • Red Allert

    The Soviets, as it were, convey a fiery hello to old man Einstein

    Red Allert deserves a separate article. This game has absorbed an incredible amount of madness and "cranberries" on the theme of the Cold War and the confrontation between NATO and the USSR. Here is a brief description of the backstory of the game's universe: after seeing enough of the horrors of World War II, in 1946, the old man Einstein decides to make a time machine and return to the past to destroy Hitler. As a result, the scales swung the other way: Comrade Stalin decides to build his own, communist Reich, and Europe, together with the allies, still has to fight.

    Judge for yourself how successful the game was: 35 million copies were sold worldwide. An entry has appeared in the Guinness Book of Records, assuring that Red Allert is the best-selling RTS in the world. In 2000 and 2001, Red Allert 2 and Red Allert 2 were released: Yuri's Revenge, which is still a classic choice for oldfags. However, for fans of more modern graphics, there is a third part of RA.

    Warhammer is a vast fictional universe on which many books, comics, films, computer and board games are built. At the same time, there are two versions of this universe: Warhammer Fantasy and Warhammer 40,000. In the first case, as the name implies, Warhammer is faithful to the canons of fantasy and pleases fans of Tolkien and other "elves". And Warhammer 40,000 creates a mix of fantasy and , pushing the confrontation closer to the stars.

    There are about 20 games related to Warhammer 40,000. But only one of them is always associated with the word "Warhammer" for any strategy fan: this is the one and only Warhammer 40,000: Dawn of War, released in 2004.

    Strategy, in the usual sense of the word, has not been given so much space: the focus is on tactics. Buildings are built quickly, and there are only 2 resources: energy, for which you need to build generators, and special points that can be obtained by holding checkpoints under the onslaught of the enemy.

    The creators of the game, as it were, directly declare from the first minutes: leave all this fuss with building a base and economic development for nerds. The WH40K universe was created solely to force armored paratroopers to fight various monsters (from orcs to more exotic creatures). So no long-term economic development is foreseen in it: only battles from the first to the last minute.


    Warhammer 40,000: Dawn of War 2 is made for Top Gear's Jeremy Clarkson: with a yell of "Power!!!", the player sweeps all the enemies in his path. Tactics? No, have not heard.

    2009 saw the release of Warhammer 40,000: Dawn of War 2, which was highly acclaimed by players, was thoroughly praised by many gaming publications, but ... suddenly turned out to be not a strategy game. Faithful fans of the first part were horrified to find that the long-awaited Dawn of War 2 has become more like an RPG like Diablo than itself 5 years ago. True, this did not prevent the game from finding its fans, who assure that the multiplayer has retained all the necessary elements of RTS and is quite satisfactory.

    7. Total War

    It's funny that Total War and Warhammer 40,000: Dawn of War are next door in the ranking of the best strategies, because just in May of this year, Total War: Warhammer, the first TW dedicated to the Warhammer universe, was released. True, not Warhammer 40,000, but Warhammer Fantasy - so, first of all, fans of fantasy worlds will like it. However, let's talk about everything in order - after all, the release of this game was preceded by 9 other parts, which brought TW worldwide fame.

    The main distinguishing feature of Total War is the successful combination of turn-based mode and RTS: the level of each of them is selected separately. The main action takes place on a global map of the world, in which everything happens step by step. But the battles are downloaded separately and are rapidly developing in real time. Players will have to wisely use terrain features and different types of units, which allows them to gain an advantage even over superior enemy forces.


    The first TW came out in 2000. But the worldwide fame of the series was brought by its third part, Rome: Total War, which used a three-dimensional engine. As the name suggests, the action took place during the Roman Empire. In addition to the "classic" European nations, Arab empires (Egypt) and even barbarians were available in the game. Depending on the chosen side, not only the units differed, but also the architecture of the cities. The popularity of this part of the subsequent TW could not surpass.

    In 2013, Rome: Total War II was released - initially buggy, but later brought to mind with the help of numerous patches. Probably inspired by Civilization, the developers of Rome 2 added the ability to win not only through conquest, but also through culture and trade. However, this is not the only part worthy of attention: Napoleon, Attila, Shogun 2 and the previously mentioned Warhammer are also interesting in their own way.

    If I could create a product as successful as Warcraft, I would be resting on my laurels for 20 years, spending all my money in some completely pointless way. But the guys from Blizzard are not like that: after getting a well-deserved standing ovation after the release of Warcraft 2, Blizzard set to work on a space RTS. True, as a result, they still got Warcraft: the beta version was mercilessly criticized and perceived as "orcs in space." Fortunately, the developers listened to the criticism and completely redid the graphics engine and setting. So in 1998 the legendary StarCraft was born.

    The game features 3 races: Zerg, Protoss and Terran, which are borrowed from the Warhammer 40,000 universe (tyranids, eldar, imperial guard). However, the similarity is extremely superficial: having been born, StarCraft went its own way of development - the universe of this game has acquired its own characteristics and now has little in common with Warhammer.

    In most strategies, in order to maintain a delicate balance, all nations have the same set of units and buildings + a few unique buildings / soldiers that bring some variety, but do not fundamentally affect the tactics of the game. StarCraft did not give a damn about these canons. All 3 races are completely different:

    • Zerg far from technology and science, they achieve superiority solely by quantity.
    • highly spiritual protoss are the exact opposite of the zerg: each protoss imagines himself an important person with a rich inner world, so it costs a lot of resources, but also hits, respectively, painfully and hard.
    • Terrans(from the word "terra") represent people in the game. They are the "golden mean" between the zerg and the protoss.

    The beautiful lights of Star Craft 2 lure gullible schoolchildren and evoke a skeptical grin from oldfags

    Such striking differences between the races gave the game a solid advantage over the rest of the RTS, gaining her a reputation as a "smart" strategy, in which you need not just to "spawn" as large an army as possible, but to think over your actions in advance, showing strategic and tactical skills. Microcontrol also plays an important role: if the protoss are not particularly demanding on control accuracy, then the success of offensive operations of other races, especially the zerg, directly depends on the speed and accuracy of the player's reaction.

    StarCraft II was released in 2010. Modern graphics and excellent multiplayer allowed the game to return to its former glory and take its rightful place in eSports. Although the oldfags claim that the unique balance of the first SC is somewhat lost, StarCraft 2 received high ratings from various gaming publications (on average 9 out of 10) and gave it a second life.

    5. Age of Empires

    In 1997, the first part of Age of Empires was released: all the same Warcraft, only in profile. Instead of fantasy races, the game featured 12 human nations that could evolve from the Stone Age to Antiquity. This game did not make a splash in the gaming world, but on the whole it was received favorably, which inspired its creators to start working on the second part.

    After 2 years, Age of Empires II: The Age of Kings came out, which became truly legendary. She eclipsed not only the first part, but also many of the then “whales” of this genre, having won a decent army of fans. In 2000, the add-on Age of Empires II: The Conquerors appeared, which added 5 new nations with unique units to the game, as well as additional missions and technologies. It was this part of the game that became the most popular in the Age of Empires series. What is the reason for her success?

    • Diversity of nations. There were 18 nations in The Conquerors, many of which were quite exotic: Huns, Teutons, Saracens, Celts, Persians, Aztecs, Mayans, etc. In fact, it was this game that laid the fashion for strategies with many different civilizations.
    • Development opportunity. The second "feature" that was implemented for the first time among the strategies was AoE 2 - the transition from one historical era to another. All this was accompanied by a rather extensive technology tree, for the study of which it was necessary to build various buildings and spend resources.
    • Balance. Of course, the nations differed not only in the color and different design of buildings. Each of them had their own bonuses and unique units. Some had an economic advantage, others had stronger cavalry, some had great siege weapons, some had a long-range fleet, and so on. All this variety was quite balanced with no clear favorites. As a result, Age of Empires 2 appealed to many fans of online battles.

    As it turned out, a beautiful picture cannot replace an interesting gameplay.

    Age of Empires III was released in 2005. It was not bad, but it was not close to the success of its predecessor. As a result, after several addons, Microsoft gave up and, to the delight of the fans, returned to Age of Empires 2. In 2013, they released Age of Empires 2: HD edition, and then 2 more addons: The Forgotten (5 new nations, including Slavs) and The African Kingdoms (4 more nations and "African" campaigns). So today AoE 2 continues to develop and delight fans with new additions.

    4. Cossacks

    The success of Age of Empires caught the attention of many game makers, who stopped trying to make their own "Warcraft" and switched to "Age of Empires" (which was undoubtedly inspired by Warcraft). So the guys from the Ukrainian company GSC Game World created RTS, which conceptually has a lot in common with AoE.

    The Cossacks game, released in 2001, turned out to be so successful that in the eyes of many domestic strategists it overshadowed the Epoch for a long time. According to Igromania, at one time Cossacks became the best-selling domestic game (more than 1 million copies).

    "Cossacks" continued the idea of ​​numerous playable nations. In the second addon of the first part, which was called "War Again", 20 different countries were available. And if in the "Epoch" there was not a single Slavic nation, then in the "Cossacks" not only Russia, but also Ukraine was available (which is logical, following from the name and geographical location of the developers). There were also more refined nations, like Piedmont and Saxony.

    Unlike other strategies, in "Cossacks" resources were spent not only on the acquisition of units, but also on their maintenance. Without food, famine began, and mercenaries purchased for gold raised an uprising as soon as the treasury was empty. To use firearms, iron and coal were needed - without them, arrows and artillery were defenseless.

    Also in the game it was possible to capture some enemy buildings, artillery and peasants (except Ukrainian ones, with them as usual: will or death). Compared to the Age of Empires, the Cossacks seemed more dynamic, allowing you to create an incredible number of some kind of crazy and fearless units - in a multiplayer game, the battles of such hordes looked epic and exciting.

    • Cossacks 2

    In 2005, "Cossacks 2" came out: despite the high ratings of many gaming publications, the game did not cause the same enthusiasm that the first part. Absolutely everything has been redesigned in it: it has become more realistic and thoughtful. No "disputed" nations, raids of hordes of fearless madmen and upgrades of ancient guns to such a degree of efficiency that even Kalashnikov becomes envious.

    The battles in "Cossacks II" forced to take into account the terrain, reload guns for a long time and monitor the morale of soldiers who can get cold feet and rush into the loose. It sounds, like, not bad, but in the network game there is no trace of the former fun.

    • Cossacks 3

    And on September 21, 2016, the long-awaited "Cossacks 3" was released, which no one had ever dreamed of. And everything would be fine if it were not for the number 3 in the title - everyone expected the continuation of the series, but received a remastering of the first part. The old game was transferred to a new graphics engine, the gameplay is completely taken from the original Cossacks. Add to that a decent amount of bugs that GSC Game World has been actively fixing since release with various patches, and you can see why many gamers felt cheated. Still, GSC should have announced that the game is a remaster of the first part. before release, not after him.

    3. Heroes of Might and Magic

    The first part of the turn-based strategy Heroes of Might and Magic was released back in 1995. Its predecessor was King's Bounty, which appeared back in 1991. But universal love and recognition for HoMM came gradually, covering Heroes of Might and Magic III with a head somewhere closer to 1999.

    The action of all "Heroes" takes place in a fantasy universe. There are races, but the player is not tied to them: the hero can conquer the castles of any faction and hire any available units. So, under the same banners, the most motley and wild brethren can gather: elves and skeletons, centaurs and dragons, people and elementals.

    Battles take place on a field divided into tiles (hexagons). Units of the same type occupy one cell, regardless of their number. The moves are carried out in turn, while the hero looks at this action from the side, from time to time trying to help his army by casting various spells. Gradually, the hero gains experience, learns new skills and collects various artifacts that make him better and higher.

    HoMM IV was released in 2004 and was perceived, to put it mildly, ambiguously: there were too many innovations. The main and key innovation concerned the heroes: from passive observers they turned into active participants in battles who could move, deal damage and be attacked like other units. Heroes could travel without troops at all: one at a time or in a gang of 7 characters. Having pumped properly, a lone hero could independently endure a large army.

    There was also the other side of the coin: if you managed to kill the enemy hero at the beginning of the battle, you could get a solid advantage. For example, it made sense to organize a sabotage attack on the enemy, lay down the leader of the troops and retreat - a decapitated army lost the opportunity to capture mines and castles, which forced it to retreat and drag the commander's lifeless carcass home.

    All these innovations have given rise to countless spaces for controversy and hollivars: since 6 years have passed since the release of the third part, a new generation of gamers has appeared who have never seen Heroes before - they liked HoMM4. But those who grew up on the previous parts, butthurt experienced mixed feelings.

    • Heroes of Might and Magic V

    Disputes between supporters and opponents of the fourth part was stopped by the release of Heroes of Might and Magic V, which took place in 2006: yesterday's opponents joined forces in a common impulse to express claims about cartoonish graphics for anime fans. If you close your eyes to the picture, according to the gameplay, "Heroes 5" was a modernized copy of the third part - obviously, the developers did not experiment in order to earn extra money on the nostalgia of the fans of the series.

    This is where the classic "Heroes" ends and something completely incomprehensible begins. HoMM 6 and 7 have turned into some kind of alternative product, so far from the original that even Heroes 4 looks like a standard of kosher against their background. Therefore, most fans of "Heroes" prefer to play earlier versions, from 3 to 5. But the Third HoMMs remain the most popular. Especially since the HD version of this game was released in 2015.

    2 Civilization

    The first "Civilization" appeared in shaggy 1991 and, as they say, was a digital version of the board game of the same name from the early 80s. Since at that time ordinary mortals did not have computers, few suspected a new strategic toy: mainly employees of research institutes and other interesting enterprises.

    Nevertheless, the game turned out to be quite successful: what engineer could resist the temptation after a busy shift to try on the role of Stalin or Gandhi? The presence of Civilopedia, a detailed game encyclopedia, favorably distinguished Civilization from other strategies of those times.

    • Civilization II

    In 1996, Sid Meier and company released the second part of Ziva, which, thanks to the greater prevalence of computers, became a completely successful commercial product. Despite the mediocre graphics, the game had cool moments: for example, when building a wonder of the world, a video clip of a real newsreel was played. You could see the launch of the Apollo or a nuclear rocket, the shooting of the Sistine Chapel or Notre Dame de Paris. In subsequent parts, the cinema was replaced with conventional animation.

    • Civilization III

    2001 was marked by the release of Civilization III: the first Civa with nice graphics. Even now it looks quite attractive, and in 2001 this picture caused a real delight. The gameplay has also undergone some changes. In Civ 2, players tried not to collect many units on one cell, because. in the event of an enemy attack and the death of one of them, everyone who stood on the cell died. In Civ 3, nothing like this happened: in order to clear the cell of enemies, it was necessary to destroy them all.

    Therefore, the obvious and only tactic of waging war in the third Civ: the creation of the so-called stack - a crowd of motley units on the same cell. From time to time, a leader appeared who could unite 3 units under his banners. Such a formation was called an army and was a kind of fat unit with 20HP. With the help of the army, it was possible to cut out almost anything.


    The city window is the best that was in Civilization III

    The signature feature of the second and third Civa was the situation in which a technologically backward unit, having more combat experience, could easily destroy some miracle weapon of the future. For example, in the order of things there was a situation when a spearman tore an enemy tank to shreds with an accurate blow or an archer, pulling the string properly, shot down an enemy bomber. Particularly amused was the fact that the plane was shot down equally successfully not only by an archer, but also by a swordsman. In subsequent parts, this problem was partly solved, but in the first Civs such events gave rise to many bouts of hysteria.

    Civilization III had a number of innovations that migrated to all subsequent games in the series: various resources on the map, the Golden Age, cultural influence on neighboring cities, with which it was possible to assimilate a neighboring settlement, a technology tree (in previous parts, you had to memorize or write down the sequence discoveries of various sciences).

    • Civilization IV

    Civilization IV, released in 2005, has acquired a three-dimensional image. Players, accustomed to the third Civa, were wary of the unusual graphics, so unlike the previous part. Religion and espionage appeared in the game (Beyond the Sword addon), and aviation actions became more realistic: planes made raids from the city and could not be shot down by some harsh spearman. The problem of clusters of a large number of units on one cell was partly solved just by aviation or artillery: all units in the stack received damage from their attack.

    The year 2010 came and Civilization V came out. Square cells were replaced by more convenient and practical hexes: with them, state borders got rid of the strange linear angularity and became more believable. The system of accumulating a huge number of units on one cell was demolished: now only one military unit could be placed on one hexagon. At the same time, they were made more efficient and stronger.

    It was necessary to spend strategic resources for the maintenance of certain units: horses, iron, oil, coal or uranium. Without them at hand, the state risked being left without cavalry, battleships, nuclear weapons and aircraft, which not only added realism, but also forced the players to carefully manage resources instead of riveting everything they want in incredible quantities.

    The tactic of building as many cities as possible also outlived its usefulness: large empires received fines in culture and science, and the population began to show discontent. So there are several different tactics: develop through 4-5 cities with more population, or build more settlements, but with fewer inhabitants in the cities. It became possible to win with one single city (greetings from Venice).

    Another innovation: the emergence of city-states that do not claim world domination. Friendship with them brought various bonuses: resources, science, culture or religion points, units and additional votes in Congress.

    It is worth noting that many of the functions, as in previous Civs, were added in addons: religion and espionage, caravans, the ability to adopt various resolutions in Congress and the UN - all this was not in the initial version without addons. Therefore, reading reviews about the game, it is not difficult to see how the anger of the fans of the series was gradually replaced by mercy.

    On October 21, 2016, Civilization VI was released. Among the notable innovations: 2 technology trees, cultural and scientific, which open independently of each other. Cells around cities must be built up with special areas: scientific, cultural, military, religious, industrial, etc. It’s definitely impossible to build everything - there simply won’t be enough cells. Moreover, each wonder of the world also requires a separate tile.

    It is difficult to describe all the innovations and features of the sixth Civa because of its freshness. But the game has already received the highest ratings from various gaming publications, and the reviews in Steam, by and large, are very positive. And this is despite the fact that usually the first version of Civilization turns out to be damp and only with time, with the help of several addons, it turns into a masterpiece. But, apparently, the sixth Civilization can become the first representative of the series, which is good from the very beginning.

    The plot of Warcraft: Orcs and Humans is tied to the confrontation between humans and orcs. As in the film, the orcs fall out of the portal into the world of people and a struggle begins between them for a place under the sun. However, the first part did not attract much attention - all the glory went to its sequel, Warcraft II: Tides of Darkness, which was released just a year later. But just look at the changes that have taken place in the schedule in this short period! Add interesting videos and a solid plot to a nice picture, and that's it - the masterpiece is ready.


    As if "before" and "after" - the year was not in vain
    • Warcraft III

    But the continuation of the banquet had to wait a long time - as much as seven years. And the first reaction of the gaming community was ambiguous: too many suspicious innovations appeared in the game:

    • 3D engine;
    • 2 races grew into 4 (night elves and undead were added);
    • A lot of neutral units and monsters appeared on the maps;
    • Heroes were added to the game who accumulated experience, pumped skills and cast all sorts of things (why not RPG?);
    • Rollers have become even brighter and more beautiful;
    • The plot is even more twisted and pathetic.

    The pinnacle of the evolution of the third part was the release of Warcraft III: The Frozen Throne in 2003, which gave birth to the memorable dot-com (I’m unlikely to discover America if I remind you that DotA was created in the usual Warcraft 3 map editor and was not considered as a full-fledged stand-alone game).

    Was Warcraft the origin of the RTS genre? Of course not. Can it be argued that this is the best strategy in the world? I'm sure many will disagree with this: C&C and Civilization, HoMM and Total War have solid armies of fans. But, undoubtedly, Warcraft made a significant contribution to the strategy genre and, since it was in the first place in our rating, it means ... *this should be a life-affirming thesis, but I don't have any such thesis related to Warcraft. Soryan, guys. There will be options - write in the comments *

    PC strategy games are a genre that is a game where the player is required to be able to anticipate possible consequences from his actions in the future and try to prevent them. This genre is able to develop tactical thinking, which can be useful not only during the game, but also in life. To date, there is a great variety of different computer games of this genre, many of which can be found on the torrent. In order to download strategy games via torrent to your computer, you need to go to the appropriate section on the site and select the game that interests you.

    Strategy games - wonderful world

    Before downloading the strategies, we suggest that you dive into the history and breadth of the subject matter of this genre.


    If we turn to the history of the emergence of strategies, they appeared a very long time ago. First similar games can be called chess, where the winning of the game depends on a well-planned campaign. At the moment, there are several types of computer tactical games that players may be interested in.


    1. The first type is step by step. Their meaning lies in the fact that the gameplay is based on the alternate steps of the enemy. A very striking example of this type of strategy is a simple arcade game where players perform their actions one after another.

    2. The second view is in real time. His idea is that all actions take place simultaneously and the winner is one of the rivals who can quickly and better rally their army, strengthen defenses and conquer the enemy. This type of strategy can be played both with a computer and with each other using a configured network.

    3. The third type is economic strategy. It is based on the fact that the process of war between the two sides includes not only soldiers and uniforms, but also economic resources. Here it is important to take into account not only the tactics of warfare, but also the process of distributing funds for certain needs. An example of such a game is .

    4. The global strategy is the final, fourth, type of strategy. Not only 2 opponents can participate here, but several at once. Here, all three of the above types of strategies are intertwined at the same time, as well as the possibility of war on several fronts at once, and both a computer and a real player can be rivals at the same time. An example of such a genre is the popular last years, which is based on real historical facts and confrontations.

    Such a genre of computer games as strategies can not only brighten up leisure, but also help a person develop the thinking that is characteristic of strategists. This type of computer game intersects with another very similar genre called "god simulator". This type of game involves not so much managing people as pushing them along one path or another. As a rule, unlike strategies, this genre does not provide for such a large number of warriors, it tends more towards the development of the evolution of man and human society.

    Download strategy games through our torrent

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    From the early 90s to the mid 00s, strategies ruled over the minds of the players, receiving well-deserved honor and respect. Alas, their golden age is over: RTS (real-time strategy) cannot compete in entertainment with the next Battlefield, with the dynamics of Overwatch or the plot of Witcher 3. So you have to be content with another replay of the good old classics or wait for the release of the new "Civilization".

    However, not everything is so pessimistic. Our rating of the best strategies will allow you to identify the most worthy representatives of the genre, as well as learn about the latest releases that gave some classic strategies a second life. We hope this TOP 10 will be informative. If not: comment and vote at the bottom of the article to help.

    10 Strong hold


    Stronghold was born in the golden era of RTS - in 2001. At the time, most strategies were trying to emulate either C&C or Warcraft, but Stronghold had other plans. Although critics try to assure that this strategy did not bring anything significant to its genre, its fans will argue with this and, in my opinion, they will be right.

    Stronghold had a fairly well-developed and extensive economic component. Although the number of available resources is not far from the standard "wood / iron / gold / stone / food", the game has such an unusual parameter as "Popularity". It provided an influx of new residents to the city and depended on many factors: taxation, the variety of food available, entertainment (taverns with ale), and so on.

    To hire soldiers, it was not enough to build a barracks. It was necessary to erect buildings that produce weapons. Provide the gunsmiths with the necessary building material, wait until the limping grandfather with an imposing gait delivers a hand-cut bow to the arsenal, and only after that you can hire ... even one archer. And so with all types of troops! It was impossible to simply set up a barracks and "scream" any units - this was preceded by the organization of a full cycle of production of weapons and ammunition. Not surprisingly, the game had a number of economic missions that were not inferior in complexity to the military ones.


    A typical serene morning in Stronghold Crusader

    However, it was not the first part that gained particular popularity, but its continuation: Stronghold Crusaders, which was released the very next year, 2002. As the name implies, the game was dedicated to the confrontation between the Arabs and the Crusaders. Unfortunately, the attack/defense mode of the castle has disappeared (the only thing worth paying attention to in the first part), but more units have appeared, some of which could be hired for gold without producing weapons. For money, only desert warriors were hired, while European soldiers would continue to be equipped exclusively with weapons of their own production.


    The game remains popular to this day thanks to the multiplayer and the release of various add-ons (for example, Crusaders Extreme in 2008). This is also facilitated by a simple, but quite diverse system of building fortifications: Stronghold allows you to surround the castle with high battlements and high towers, equip them with defensive weapons and archers, install additional traps or dig a moat around the perimeter.

    Of course, there is no lesser arsenal of siege weapons, from battering rams and ladders to catapults and trebuchets, which can fire at the enemy’s fortifications not only with stones, but also ... with cows. Add to that the ability to set fire to an enemy's city or starve its economy to death: the choice of duel strategy is quite extensive, as for an RTS. This variety has made the game quite interesting for a multiplayer game.


    The first part of Command & Conquer was released in 1995, becoming at that time a real breakthrough in the genre and seriously competing with Warcraft and Dune. Many of the now familiar gameplay features looked revolutionary at that time:

    • Players could select a whole group of units and give them a command with just one click;
    • The map featured neutral units, buildings, and other objects that could be interacted with (read: "destroy");
    • It was in C&C that the system for separating units by class first appeared, such as "stone, scissors, paper" - the first type of unit is effective against the second, but vulnerable to the third, etc .;
    • The game began to use videos and animated cutscenes, paired with a cool soundtrack, allowing players to "get into" the history of the C&C universe, and not perceive it as another unnamed chessboard to hone their tactical abilities;
    • Another signature feature of Command & Conquer is the presence of only one resource, tiberium - it is for it that all wars in the universe of this game are fought.

    C&C turned out to be incredibly popular with all the consequences: many gameplay elements have spread to other games, becoming familiar elements of most strategy games. In addition to the classic C&C series, which still pleases its fans with new releases, over time, two "alternative" versions of the C&C universe have appeared. These are Command & Conquer: Generals (2003) and the Red Allert line of games that has become very popular.

    • Red Allert


    The Soviets, as it were, convey a fiery hello to old man Einstein

    Red Allert deserves a separate article. This game has absorbed an incredible amount of madness and "cranberries" on the theme of the Cold War and the confrontation between NATO and the USSR. Here is a brief description of the prehistory of the universe of this game: after seeing enough of the horrors of World War II, the old man Einstein in 1946 decides to make a time machine and go back in time to destroy Hitler. As a result, the scales swung the other way: Comrade Stalin decides to build his own, communist Reich, and Europe, together with the allies, still has to fight.

    Judge for yourself how successful the game was: 35 million copies were sold worldwide, and an entry appeared in the Guinness Book of Records, assuring that Red Allert is the best-selling RTS in the world. In 2000 and 2001, Red Allert 2 and Red Allert 2 were released: Yuri's Revenge, which is still a classic choice for oldfags. However, for fans of more modern graphics, there is a third part of RA.


    Warhammer is a vast fictional universe on which many books, comics, films, computer and board games are built. At the same time, there are two versions of this universe: Warhammer Fantasy and Warhammer 40,000. In the first case, as the name implies, Warhammer is faithful to the canons of fantasy and pleases fans of Tolkien and other "elves". And Warhammer 40,000 creates a mix of fantasy and science fiction, pushing the confrontation closer to the stars.

    There are about 20 games related to Warhammer 40,000. But only one of them is always associated with the word "Warhammer" for any strategy fan: this is the one and only Warhammer 40,000: Dawn of War, released in 2004.

    Strategy, in the usual sense of the word, has not been given so much space: the focus is on tactics. Buildings are built quickly, and there are only 2 resources: energy, for which you need to build generators, and special points that can be obtained by holding checkpoints under the onslaught of the enemy.

    The creators of the game, as it were, directly declare from the first minutes: leave all this fuss with building a base and economic development for nerds. The WH40K universe was created solely to force armored paratroopers to fight various monsters (from orcs to more exotic creatures). So no long-term economic development is foreseen in it: only battles from the first to the last minute.


    Warhammer 40,000: Dawn of War 2 is made for Top Gear's Jeremy Clarkson: with a yell of "Power!!!", the player sweeps all the enemies in his path. Tactics? No, have not heard.

    2009 saw the release of Warhammer 40,000: Dawn of War 2, which was highly acclaimed by players, was thoroughly praised by many gaming publications, but ... suddenly turned out to be not a strategy game. Faithful fans of the first part were horrified to find that the long-awaited Dawn of War 2 has become more like an RPG like Diablo than itself 5 years ago. True, this did not prevent the game from finding its fans, who assure that the multiplayer has retained all the necessary elements of RTS and is quite satisfactory.

    7. Total War


    It's funny that Total War and Warhammer 40,000: Dawn of War are next door in the ranking of the best strategies, because just in May of this year, Total War: Warhammer, the first TW dedicated to the Warhammer universe, was released. True, not Warhammer 40,000, but Warhammer Fantasy - so, first of all, fans of fantasy worlds will like it. However, let's talk about everything in order - after all, the release of this game was preceded by 9 other parts, which brought TW worldwide fame.

    The main distinguishing feature of Total War is the successful combination of turn-based mode and RTS: the level of each of them is selected separately. The main action takes place on a global map of the world, in which everything happens step by step. But the battles are downloaded separately and are rapidly developing in real time. Players will have to wisely use terrain features and different types of units, which allows them to gain an advantage even over superior enemy forces.


    The first TW came out in 2000. But the worldwide fame of the series was brought by its third part, Rome: Total War, which used a three-dimensional engine. As the name suggests, the action took place during the Roman Empire. In addition to the "classic" European nations, Arab empires (Egypt) and even barbarians were available in the game. Depending on the chosen side, not only the units differed, but also the architecture of the cities. The popularity of this part of the subsequent TW could not surpass.

    In 2013, Rome: Total War II was released - initially buggy, but later brought to mind with the help of numerous patches. Probably inspired by Civilization, the developers of Rome 2 added the ability to win not only through conquest, but also through culture and trade. However, this is not the only part worthy of attention: Napoleon, Attila, Shogun 2 and the previously mentioned Warhammer are also interesting in their own way.


    If I could create a product as successful as Warcraft, I would be resting on my laurels for 20 years, spending all my money in some completely pointless way. But the guys from Blizzard are not like that: after getting a well-deserved standing ovation after the release of Warcraft 2, Blizzard set to work on a space RTS. True, as a result, they still got Warcraft: the beta version was mercilessly criticized and perceived as "orcs in space." Fortunately, the developers listened to the criticism and completely redid the graphics engine and setting. So in 1998 the legendary StarCraft was born.

    The game features 3 races: Zerg, Protoss and Terran, which are borrowed from the Warhammer 40,000 universe (tyranids, eldar, imperial guard). However, the similarity is extremely superficial: having been born, StarCraft went its own way of development - the universe of this game has acquired its own characteristics and now has little in common with Warhammer.

    In most strategies, in order to maintain a delicate balance, all nations have the same set of units and buildings + a few unique buildings / soldiers that bring some variety, but do not fundamentally affect the tactics of the game. StarCraft did not give a damn about these canons. All 3 races are completely different:

    • Zerg far from technology and science, they achieve superiority solely by quantity.
    • highly spiritual protoss are the exact opposite of the zerg: each protoss imagines himself an important person with a rich inner world, so it costs a lot of resources, but also hits, respectively, painfully and hard.
    • Terrans(from the word "terra") represent people in the game. They are the "golden mean" between the zerg and the protoss.


    The beautiful lights of Star Craft 2 lure gullible schoolchildren and evoke a skeptical grin from oldfags

    Such striking differences between the races gave the game a solid advantage over the rest of the RTS, gaining her a reputation as a "smart" strategy, in which you need not just to "spawn" as large an army as possible, but to think over your actions in advance, showing strategic and tactical skills. Microcontrol also plays an important role: if the protoss are not particularly demanding on control accuracy, then the success of offensive operations of other races, especially the zerg, directly depends on the speed and accuracy of the player's reaction.

    StarCraft II was released in 2010. Modern graphics and excellent multiplayer allowed the game to return to its former glory and take its rightful place in eSports. Although the oldfags claim that the unique balance of the first SC is somewhat lost, StarCraft 2 received high ratings from various gaming publications (on average 9 out of 10) and gave it a second life.

    5. Age of Empires


    In 1997, the first part of Age of Empires was released: all the same Warcraft, only in profile. Instead of fantasy races, the game featured 12 human nations that could evolve from the Stone Age to Antiquity. This game did not make a splash in the gaming world, but on the whole it was received favorably, which inspired its creators to start working on the second part.

    After 2 years, Age of Empires II: The Age of Kings came out, which became truly legendary. She eclipsed not only the first part, but also many of the then “whales” of this genre, having won a decent army of fans. In 2000, the add-on Age of Empires II: The Conquerors appeared, which added 5 new nations with unique units to the game, as well as additional missions and technologies. It was this part of the game that became the most popular in the Age of Empires series. What is the reason for her success?

    • Diversity of nations. There were 18 nations in The Conquerors, many of which were quite exotic: Huns, Teutons, Saracens, Celts, Persians, Aztecs, Mayans, etc. In fact, it was this game that laid the fashion for strategies with many different civilizations.
    • Development opportunity. The second "chip", which was implemented for the first time among strategies, was precisely AoE 2 - the transition from one historical era to another. All this was accompanied by a rather extensive technology tree, for the study of which it was necessary to build various buildings and spend resources.
    • Balance. Of course, the nations differed not only in the color and different design of buildings. Each of them had their own bonuses and unique units. Some had an economic advantage, others had stronger cavalry, some had great siege weapons, some had a long-range fleet, and so on. All this variety was quite balanced with no clear favorites. As a result, Age of Empires 2 appealed to many fans of online battles.


    As it turned out, a beautiful picture cannot replace an interesting gameplay.

    Age of Empires III was released in 2005. It was not bad, but it was not close to the success of its predecessor. As a result, after several addons, Microsoft gave up and, to the delight of the fans, returned to Age of Empires 2. In 2013, they released Age of Empires 2: HD edition, and then 2 more addons: The Forgotten (5 new nations, including Slavs) and The African Kingdoms (4 more nations and "African" campaigns). So today AoE 2 continues to develop and delight fans with new additions.

    4. Cossacks


    The success of Age of Empires caught the attention of many game makers, who stopped trying to make their own "Warcraft" and switched to "Age of Empires" (which was undoubtedly inspired by Warcraft). So the guys from the Ukrainian company GSC Game World created RTS, which conceptually has a lot in common with AoE.

    The Cossacks game, released in 2001, turned out to be so successful that in the eyes of many domestic strategists it overshadowed the Epoch for a long time. According to Igromania, at one time Cossacks became the best-selling domestic game (more than 1 million copies).

    "Cossacks" continued the idea of ​​numerous playable nations. In the second addon of the first part, which was called "War Again", 20 different countries were available. And if in the "Epoch" there was not a single Slavic nation, then in the "Cossacks" not only Russia, but also Ukraine was available (which is logical, following from the name and geographical location of the developers). There were also more refined nations, like Piedmont and Saxony.


    Unlike other strategies, in "Cossacks" resources were spent not only on the acquisition of units, but also on their maintenance. Without food, famine began, and mercenaries purchased for gold raised an uprising as soon as the treasury was empty. To use firearms, iron and coal were needed - without them, arrows and artillery were defenseless.

    Also in the game it was possible to capture some enemy buildings, artillery and peasants (except Ukrainian ones, with them as usual: will or death). Compared to the Age of Empires, the Cossacks seemed more dynamic, allowing you to create an incredible number of some kind of crazy and fearless units - in a multiplayer game, the battles of such hordes looked epic and exciting.

    • Cossacks 2


    In 2005, "Cossacks 2" came out: despite the high ratings of many gaming publications, the game did not cause the same enthusiasm that the first part. Absolutely everything has been redesigned in it: it has become more realistic and thoughtful. No "disputed" nations, raids of hordes of fearless madmen and upgrades of ancient guns to such a degree of efficiency that even Kalashnikov becomes envious.

    The battles in "Cossacks II" forced to take into account the terrain, reload guns for a long time and monitor the morale of soldiers who can get cold feet and rush into the loose. It sounds, like, not bad, but in the network game there is no trace of the former fun.

    • Cossacks 3


    And on September 21, 2016, the long-awaited "Cossacks 3" was released, which no one had ever dreamed of. And everything would be fine if it were not for the number 3 in the title - everyone expected the continuation of the series, but received a remastering of the first part. The old game was transferred to a new graphics engine, the gameplay is completely taken from the original Cossacks. Add to that a decent amount of bugs that GSC Game World has been actively fixing since release with various patches, and you can see why many gamers felt cheated. Still, GSC should have announced that the game is a remaster of the first part. before release, not after him.

    3. Heroes of Might and Magic


    The first part of the turn-based strategy Heroes of Might and Magic was released back in 1995. Its predecessor was King's Bounty, which appeared back in 1991. But universal love and recognition for HoMM came gradually, covering Heroes of Might and Magic III with a head somewhere closer to 1999.

    The action of all "Heroes" takes place in a fantasy universe. There are races, but the player is not tied to them: the hero can conquer the castles of any faction and hire any available units. So, under the same banners, the most motley and wild brethren can gather: elves and skeletons, centaurs and dragons, people and elementals.

    Battles take place on a field divided into tiles (hexagons). Units of the same type occupy one cell, regardless of their number. The moves are carried out in turn, while the hero looks at this action from the side, from time to time trying to help his army by casting various spells. Gradually, the hero gains experience, learns new skills and collects various artifacts that make him better and higher.


    HoMM IV was released in 2004 and was perceived, to put it mildly, ambiguously: there were too many innovations. The main and key innovation concerned the heroes: from passive observers they turned into active participants in battles who could move, deal damage and be attacked like other units. Heroes could travel without troops at all: one at a time or in a gang of 7 characters. Having pumped properly, a lone hero could independently endure a large army.

    There was also the other side of the coin: if you managed to kill the enemy hero at the beginning of the battle, you could get a solid advantage. For example, it made sense to organize a sabotage attack on the enemy, lay down the leader of the troops and retreat - a decapitated army lost the opportunity to capture mines and castles, which forced it to retreat and drag the commander's lifeless carcass home.

    All these innovations gave rise to countless spaces for controversy and hollivars: since 6 years have passed since the release of the third part, a new generation of gamers has appeared who have never seen Heroes before - they liked HoMM4. But those who grew up on the previous parts, butthurt experienced mixed feelings.

    • Heroes of Might and Magic V


    Disputes between supporters and opponents of the fourth part was stopped by the release of Heroes of Might and Magic V, which took place in 2006: yesterday's opponents joined forces in a common impulse to express claims about cartoonish graphics for anime fans. If you close your eyes to the picture, according to the gameplay, "Heroes 5" was a modernized copy of the third part - obviously, the developers did not experiment in order to earn extra money on the nostalgia of the fans of the series.

    This is where the classic "Heroes" ends and something completely incomprehensible begins. HoMM 6 and 7 have turned into some kind of alternative product, so far from the original that even Heroes 4 looks like a standard of kosher against their background. Therefore, most fans of "Heroes" prefer to play earlier versions, from 3 to 5. But the Third HoMMs remain the most popular. Especially since the HD version of this game was released in 2015.

    2 Civilization


    The first "Civilization" appeared in shaggy 1991 and, as they say, was a digital version of the board game of the same name from the early 80s. Since at that time ordinary mortals did not have computers, few suspected a new strategic toy: mainly employees of research institutes and other interesting enterprises.

    Nevertheless, the game turned out to be quite successful: what engineer could resist the temptation after a busy shift to try on the role of Stalin or Gandhi? The presence of Civilopedia, a detailed game encyclopedia, favorably distinguished Civilization from other strategies of those times.

    • Civilization II


    In 1996, Sid Meier and company released the second part of Ziva, which, thanks to the greater prevalence of computers, became a completely successful commercial product. Despite the mediocre graphics, the game had cool moments: for example, when building a wonder of the world, a video clip of a real newsreel was played. You could see the launch of the Apollo or a nuclear rocket, the shooting of the Sistine Chapel or Notre Dame de Paris. In subsequent parts, the cinema was replaced with conventional animation.

    • Civilization III


    2001 was marked by the release of Civilization III: the first Civa with nice graphics. Even now it looks quite attractive, and in 2001 this picture caused a real delight. The gameplay has also undergone some changes. In Civ 2, players tried not to collect many units on one cell, because. in the event of an enemy attack and the death of one of them, everyone who stood on the cell died. In Civ 3, nothing like this happened: in order to clear the cell of enemies, it was necessary to destroy them all.

    Therefore, the obvious and only tactic of waging war in the third Civ: the creation of the so-called stack - a crowd of motley units on one cell. From time to time, a leader appeared who could unite 3 units under his banners. Such a formation was called an army and was a kind of fat unit with 20HP. With the help of the army, it was possible to cut out almost anything.


    The city window is the best thing in Civilization III

    The signature feature of the second and third Civa was the situation in which a technologically backward unit, having more combat experience, could easily destroy some miracle weapon of the future. For example, in the order of things there was a situation when a spearman tore an enemy tank to shreds with an accurate blow or an archer, pulling the string properly, shot down an enemy bomber. Particularly amused was the fact that the plane was shot down equally successfully not only by an archer, but also by a swordsman. In subsequent parts, this problem was partly solved, but in the first Civs such events gave rise to many bouts of hysteria.

    Civilization III had a number of innovations that migrated to all subsequent games in the series: various resources on the map, the Golden Age, cultural influence on neighboring cities, with which it was possible to assimilate a neighboring settlement, a technology tree (in previous parts, you had to memorize or write down the sequence discoveries of various sciences).

    • Civilization IV


    Civilization IV, released in 2005, has acquired a three-dimensional image. Players, accustomed to the third Civa, were wary of the unusual graphics, so unlike the previous part. Religion and espionage appeared in the game (Beyond the Sword addon), and aviation actions became more realistic: planes made raids from the city and could not be shot down by some harsh spearman. The problem of clusters of a large number of units on one cell was partly solved just by aviation or artillery: all units in the stack received damage from their attack.


    Another cool innovation that appeared in the Warlords addon is vassal states. Now, instead of completely conquering negligent neighbors, it was enough to defeat the bulk of the troops and capture several key cities. After that, the enemy agreed to capitulate and became a vassal. Also, the status of a vassal could be granted to a group of their cities on another continent or islands, turning them into a kind of autonomous republic.


    The year 2010 came and Civilization V came out. Square cells were replaced by more convenient and practical hexes: with them, state borders got rid of the strange linear angularity and became more believable. The system of accumulating a huge number of units on one cell was demolished: now only one military unit could be placed on one hexagon. At the same time, they were made more efficient and stronger.

    It was necessary to spend strategic resources for the maintenance of certain units: horses, iron, oil, coal or uranium. Without them at hand, the state risked being left without cavalry, battleships, nuclear weapons and aircraft, which not only added realism, but also forced the players to carefully manage resources instead of riveting everything they want in incredible quantities.


    The tactic of building as many cities as possible also outlived its usefulness: large empires received fines in culture and science, and the population began to show discontent. So there are several different tactics: develop through 4-5 cities with more population, or build more settlements, but with fewer inhabitants in the cities. It became possible to win with one single city (greetings from Venice).

    Another innovation: the emergence of city-states that do not claim world domination. Friendship with them brought various bonuses: resources, science, culture or religion points, units and additional votes in Congress.

    It is worth noting that many of the functions, as in previous Civs, were added in addons: religion and espionage, caravans, the ability to adopt various resolutions in Congress and the UN - all this was not in the initial version without addons. Therefore, reading reviews about the game, it is not difficult to see how the anger of the fans of the series was gradually replaced by mercy.


    On October 21, 2016, Civilization VI was released. Among the notable innovations: 2 technology trees, cultural and scientific, which open independently of each other. Cells around cities must be built up with special areas: scientific, cultural, military, religious, industrial, etc. It’s definitely impossible to build everything - there simply won’t be enough cells. Moreover, each wonder of the world also requires a separate tile.

    It is difficult to describe all the innovations and features of the sixth Civa because of its freshness. But the game has already received the highest ratings from various gaming publications, and the reviews in Steam, by and large, are very positive. And this is despite the fact that usually the first version of Civilization turns out to be damp and only with time, with the help of several addons, it turns into a masterpiece. But, apparently, the sixth Civilization can become the first representative of the series, which is good from the very beginning.

    1. Warcraft


    By a wide margin, Warcraft climbs to the top of the ranking of the best strategies - one of the founders of the RTS genre, whose developments have become the standard for dozens and hundreds of subsequent games. It shouldn't be surprising that C&C and StarCraft couldn't even get close to Varych: his impact on the gaming industry cannot be overestimated. Dota, World of Warcraft, board and card games, and now a feature-length movie - all this came into being only thanks to the game from Blizzard, which was released back in 1994.

    The plot of Warcraft: Orcs and Humans is tied to the confrontation between humans and orcs. As in the film, the orcs fall out of the portal into the world of people and a struggle begins between them for a place under the sun. However, the first part did not attract much attention - all the glory went to its sequel, Warcraft II: Tides of Darkness, which was released just a year later. But just look at the changes that have taken place in the schedule in this short period! Add interesting videos and a solid plot to a pleasant picture, and that's it - the masterpiece is ready.


    As if "before" and "after" - the year was not in vain

    • Warcraft III

    But the continuation of the banquet had to wait a long time - as much as seven years. And the first reaction of the gaming community was ambiguous: too many suspicious innovations appeared in the game:

    • 3D engine;
    • 2 races grew into 4 (night elves and undead were added);
    • A lot of neutral units and monsters appeared on the maps;
    • Heroes were added to the game who accumulated experience, pumped skills and cast all sorts of things (why not RPG?);
    • Rollers have become even brighter and more beautiful;
    • The plot is even more twisted and pathetic.

    The pinnacle of the evolution of the third part was the release of Warcraft III: The Frozen Throne in 2003, which gave birth to the memorable dot-com (I’m unlikely to discover America if I remind you that DotA was created in the usual Warcraft 3 map editor and was not considered as a full-fledged stand-alone game).

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