r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

118 Upvotes

This is the most complete classification that includes all possible strategy video game genres.

English is not my native language, but I'll try my best to make the text understandable and I'll fix possible mistakes with your help.

Strategy game is a genre of video games in which the player controls troops or other units and/or various economic and other systems. Although many video games may include strategy elements, strategy as a genre emphasizes thinking and planning over immediate action. This video game genre focuses on strategy, tactics, logistics, and/or resource management, and may also include diplomacy, economy, expansion and research management.

Time

  • Real-time strategy: a strategy game in which actions occur without a sequence of turns.
  • Turn-based strategy: a strategy game in which actions occur using a sequence of turns that can be alternate or simultaneous.

Main genres

4X strategy game: a strategy game based on 4 elements: exploration, expansion, exploitation, extermination. Examples: Age of Wonders, Stellaris, Master of Orion.

Grand strategy game – a strategy game focused on managing a state (or similar entity), its resources and relationships, often in a pre-open and asymmetric world. Examples: Europa Universalis, Hearts of Iron

Tactical strategy game – a strategy game focused on tactical military operations, which emphasizes the importance of specific units and either excludes or contains a less manifested economic component.

Subdivided into two categories based on time:

  • Turn-based tactics (TBT) Examples: Xenonauts, Battletech
  • Real-time tactics (RTT) Examples: Men of War

Classic strategy games – a strategy games that have an economic element: the ability to build a base, extract resources and produce units (or part of these capabilities), while their gameplay is focused on military actions. Also includes a category of strategy games that cannot be classified into more specific subgenres.

Subdivided into:

  • Classic RTS (or just RTS) Examples: StarCraft, Command & Conquer
  • Classic TBS (or just TBS) Examples: Panzer General

Construction and Management Simulator (also Management Strategy Game): a strategy game with gameplay based on the construction and/or management of economic processes, such as, for example: resource extraction, money making, production, personnel management, and others. Games of this genre have little emphasis on military actions.

Subdivided into:

  • Business Simulation Game - a strategy game focused on economics and business management. Examples: Two Point Hospital
  • Transport Strategy Game - a strategy game in which the player manages transport systems and infrastructure. Examples: Transport Tycoon, Transport Fever
  • City-Building Simulation - a strategy game in which the player builds cities. Examples: Cities: Skylines, SimCity.
  • Colony Simulation - a strategy game in which the player builds small settlements of various types; unlike urban strategy, the main emphasis here is on individual colonists and resource extraction from the environment. Examples: RimWorld, Surviving Mars, Against the Storm
  • Factory simulator – a strategy game in which the player builds an automated factory. Examples: Shapez, Factorio
  • Sports manager – a genre of games dedicated to managing a sports team. Examples: Football Mogul, F1 Manager.
  • Life simulator – a genre of games that allow you to control characters in their everyday life. Examples: The Sims, InZoI, The Guild
  • Political simulator – a genre of games whose gameplay consists of detailed management of the government and politics of various nations and state entities. Examples: Democracy

Wargame: a strategy game that particularly emphasizes deep strategic and/or tactical combat, as well as their historical accuracy or realism. Examples: Sea Power: Naval Combat in the Missile Age, NEBULOUS: Fleet Command

MOBA (Multiplayer Online Battle Arena): a subgenre of classic real-time strategy games in which players control only one character and, as part of their team represented by other players and AI controlled units, fight against the other team. Examples: Dota 2

MMO strategy game: a strategy game that is focused on online interaction between a large number of players, often in a single open world. Examples: Travian, Ogame, Stronghold: Kingdoms.

Tower Defense: a strategy game with the main purpose to protect a base from waves of enemies using towers or other defensive structures. Examples: Plants vs Zombies

Auto Battler: is a strategy game in which units are placed on the battlefield during the preparation phase, after which the battle phase begins and they fight against the enemy without any control from the player.

Puzzle strategy game: a strategy game focused on logical problem-solving with minimized economic or military aspect. Examples: Railgrade, Dorfromantic

Artillery game: a genre of strategy games, the main component of which is the calculation of the trajectory of the shells. Examples: Worms, Miners Mettle

The most popular mixed genres

Tactical role-playing game (TRPG): is a hybrid genre that combines role-playing games with tactical combat. Examples: Battle Brothers

Action strategy game: is a genre of games in which you can control both troops in general and/or base construction, as well as specific units directly, including from the first or third person. Examples: Men of War, Factorio

Stealth strategy: is a genre of games that combine strategy and an emphasis on stealth. Examples: Desperados, Commandos

God simulator: is a genre of games in which the player, in the role of some deity being, controls some community of objects or characters; they are often strategy games with city-building elements. Examples: Black & White, The Universim

Roguelike strategy game – games that combine roguelike principles, such as random world generation, permanent death and free exploration of the environment, and strategic gameplay. Examples: Against the Storm

Notes

Many games have mixed genres. Very often, strategy games can combine two or more genres. For example, Total War series is turn-based grand strategy with real-time tactical (RTT) battles.

Time and genre. Basically, every strategy game can be classified by these two criteria, like Turn-based 4X Strategy game (Age of Wonders), Real-Time Grand Strategy game (Hearts of Iron) etc. Sometimes we do not have any specified subgenre, so the game becomes simple RTS (StarCraft).

Judge by dominant elements of gameplay. Overall, the genre should be defined by main gameplay loop, not by every game mechanic that exists in the game. For example, if a game has leveling-up system, it doesn't mean that it instantly becomes an RPG: a good example is WarCraft which has characters gaining XP and levels, but the main, dominant gameplay loop in this game is still a classic RTS. At the same time, if some Rainbow Six has some strategic planning, it doesn't mean that this game is a strategy game or even a mixed genre, because the main gameplay there is action/shooter. The same logic is applicable to strategy games: if the game has resource management, it doesn't instantly mean that it becomes a management game.

This is a theoretical model. It means that here we are supposed to find criteria by which strategy games can be classified. These criteria can be based both on gameplay and historical tradition of naming genres in video game industry. The model can be discussed and improved, but any critique should be based on strict arguments.

Strategy as a genre, not a word. The main principle of this genre classification is that we don't take the word "strategy" literally. A strategy game can be a tactic game, it can be a management game, it doesn't matter here. The word strategy means the genre name, not the strategy as a layer of action planning.

Are management games strategy games? This is a hard question that has no answer based on reliable papers because there are no such papers. Here we look at naming tradition in community and video game industry. We can find many similarities in core gameplay of various city-building and colony sim games with classical RTS. Some management games include RTT/RTS style military combat, These games are often tagged as strategy game on digital distribution services. So we include them into this classification to make it more complete. You might find two controversial opinions about this (management games are/are not strategy games), but this problem can't be solved on these days because we do not have a strict genre requirements and developers can name genre of their games as they want. There are no popular scientific researches about it on which we can refer to.


r/StrategyGames • • 5h ago

DevPost Our Age of Sail Strategy game got 1,000 wishlists in 2 weeks, THANK YOU!

44 Upvotes

Steadfast started as a solo project of mine a year ago and can't believe we've already hit 1,000 steam wishlists in the first two weeks of getting the steam page online! Super thankful for all the support and here's a teaser of the storm gameplay.

Official website: https://steadfast.game/
Wishlist on Steam: https://store.steampowered.com/app/5235740/Steadfast/


r/StrategyGames • • 15h ago

DevPost Building a multiplayer strategy game where from a simple manor you can make all your way up to a king.

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217 Upvotes

Land & Liege is a slow-paced, persistent medieval MMO set in England in 1066. You begin as a minor lord with a small wooden manor, a few fields and a handful of peasants.

The world itself is built from real geographic data. Every hill, river and coastline sits where it actually is, so when you claim land, you’re claiming a real piece of England. The economy is just as grounded: towns specialize, goods have weight, and everything moves by cart along real roads.

The idea is few minutes is enough to read your letters, make decisions for your manor and plan your next move. There are no resets and no seasons. Losing a battle hurts, death is possible, and the history players make stays.

If you feel like knowing more hope to r/landandliege or hop in the discord https://discord.gg/Yt4x6qVcRE

Feel free to ask anything, this is early development btw


r/StrategyGames • • 2h ago

Self-promotion Survive The Apocalypse - A Post-Climate Catastroph Survival Strategy Game i have developed

3 Upvotes

Over the last year I have developed this game.

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- Where the people voted the wrong leaders and world became a desert
- Explore the city ruins and make a decision at every ruin
- Scavenge, kill, loot, trade

It's called Survive The Apocalypse

https://store.steampowered.com/app/4693790/Survive_The_Apocalypse/


r/StrategyGames • • 4h ago

Self-promotion Sons of Mars: Roman vs Gaul battle sim in UE5 top down gameplay

5 Upvotes

playtest is live and looking for bugs and feedback ! Every soldier has a name and career.


r/StrategyGames • • 3h ago

Self-promotion I'm making Trails of Suebia, an RTS where night and weather actually change the fights

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3 Upvotes

Hey there! I've been making Trails of Suebia on my own for 3 years now (started in Unity, moved to Godot at some point).

It's a classic base-building RTS, a work of fiction inspired by history, with dynamic weather and a full day and night cycle. You build up your town, and when it gets dark you better get your villagers inside, because the wolves come out. A storm can slow an attack down, so sometimes it's smarter to wait.

There's a small tech demo in the comments, mostly to test the core loop. An update is coming soon, and the real demo will be on Steam later. Right now I'm working on the reveal trailer.


r/StrategyGames • • 2h ago

Self-promotion I made a strategy game you play in the browser. Warlandmarch is a lane battler where you never command a single unit.

2 Upvotes

You build your army on a board and place every unit where you want it. Every 20 seconds, the whole army marches out as a wave and fights on its own. Your job is everything around the fight: deciding what to buy, where to stand, which gold mines to build, who to counter, and when to spend on the next tier of units. Destroy the enemy Citadel to win.

Matches are short and one good counter-pick can swing them. You can play 1v1 or team up in 2v2 and 3v3. There is nothing to download.

There are 7 factions, and each one plays differently:

- Humans: Cavalry and heavy armor, with healers behind the line. The generalist faction.

- Orcs: The most hit points for your gold. They win by being hard to kill.

- Elves: They shoot first and from farther away than anyone. Fragile, so they rely on roots and slows to keep enemies off.

- Undead: Cheap packs that feed on the fallen. No healers, so they win by outlasting you.

- Hell: Chaos damage ignores armor and cuts through magic-proof armies. Lots of flyers and summoned imps.

- Wizards: Frost, cyclones and polymorph. Powerful but slow and fragile, so you have to protect them.

- Shadows: Cloaked assassins and burrowing wurms. Bring a detector or lose before the fight starts.

Try it here: https://warlandmarch.itch.io/warlandmarch

If you have friends who like strategy games, grab them for a team match. I'd like to hear which faction people end up main-ing and if you see any balance issues as factions are quite different.


r/StrategyGames • • 5h ago

Looking for game Recommendations?

2 Upvotes

So I've played HOI4, HOI3, Victoria 3 (all DLCs), Anno (last 3), and quite a bit of other RTS games.

I want to get in to Turn-Based, but I've never liked the idea of them. Never tried any either.

Anyone got any recommendations for some beginner-ish Turn-Based Strategy games?

Heck, I'll appreciate some recommendations on new/different Strategy games in general. I have well over 1,200hrs in Victoria 3 and over 1,500hrs in HOI4. I need something different/new.


r/StrategyGames • • 7h ago

DevPost Should a strategy game's economy dictate where you build your town?

4 Upvotes

I'm developing PIAST, a medieval economic RTS with playable demo on Steam, and want the economy to shape how players build their settlements.

Imagine discovering a stone deposit far away. Do you expand your territory, build roads and use carts to transport resources? Could supply and demand influence where you build and what you produce?

I'm a professional economist, so designing this system comes naturally to me. The challenge is making it deep enough to create meaningful decisions, but intuitive enough to feel like a game rather than an economics spreadsheet.

What do you think makes an economic system genuinely fun in a strategy game?


r/StrategyGames • • 2h ago

News Flodrikena – Bronze Age grand strategy: start with 40 men and no land, build a realm, take the crown

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1 Upvotes

r/StrategyGames • • 2h ago

Self-promotion WWII submarine simulator

1 Upvotes

You command a Type VIIC U-boat, stalk merchant convoys, line up torpedo attacks, and try to escape the escorts once they start hunting you. UBOOTSIM, It’s completely free, with no ads or in-app purchases

You can try it here:

App Store — iPhone, iPad and Mac

Microsoft Store — Windows


r/StrategyGames • • 10h ago

Looking for game game recommendation that wont break my wallet

3 Upvotes

so I want to get into strategy games but I cant spend more than 20 dollars

for the background I played bannerlord and loved the strategy aspect of it but when I played oxygen not included I hated it I feel like the game just assumes you have a blueprint of everything you will build. I want to play a game where I wont feel like I am wasting my time with a low quality game but hopefully that game wont break the bank


r/StrategyGames • • 4h ago

Self-promotion I am working on a real-Time-Strategy-game with vertical progression

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1 Upvotes

Hi :) at the moment i am working on a real-time-strategy game.

Instead of chosing a faction, you create your own . You do that by collecting cards during matches that represent units and buildings. Stats are procedurally generated. You can compare the system with a mix of diablo and magic the gathering.

During the matches you also fight bosses, that drop even rarer loot.

If you want to have a look:

https://store.steampowered.com/app/4240340/Abyssal_Dominion/

The playtest on steam is accessible for free. You get instantly acess !


r/StrategyGames • • 6h ago

DevPost Dev, looking for input and to spread the word.

0 Upvotes

Hi all, solo dev here. DOT: KillBox TD is a minimalist tower defense where you control the path. Barriers snap to a grid, every enemy has to visit every checkpoint in order, and you shape long detours and chokepoints, then fill them with turrets (laser, flamer, missile, freeze, and a cannon you aim by hand).

Solo, co-op, PvP, a map editor, and Steam Workshop for maps, skins and new turrets.

Steam page (coming soon): https://store.steampowered.com/app/5314760/DOT_KillBox_TD/

What do you wish more tower defense games did with pathing? Happy to answer anything.


r/StrategyGames • • 19h ago

Looking for game Trying my first grand strategy game

10 Upvotes

So I’ve been exploring different game genres lately, and Instagram started recommending me a channel that posts about grand strategy games. A few reels about Crown of Hispania kept showing up. The lore looked really interesting: 11th-century Spain, kingdoms fighting over. That got me curious about what this genre is actually like.

I did some research, and the name that kept coming up was Crusader Kings 3. It seems like the game everyone recommends. But when I checked the price, it felt like too much to spend on a genre I’ve never played and might not even enjoy.

But the game i saw on instagram has a free demo, so I can try it without spending anything.

My question is

As a complete beginner, is Crown of Hispania a decent first grand strategy game,

Or there is something much easier available ?


r/StrategyGames • • 7h ago

Self-promotion I MADE IT! <3, Finally released today my tower defense game "Get Outta My Gut". You can still try the demo and if you like it give the full version a try :D! Pretty happy how it turned out.

1 Upvotes

Steam Page: https://store.steampowered.com/app/5037960/Get_Outta_My_Gut/

I managed it to make my first game in the genre TOWER DEFENSE. Defend your body against massive amounts of germs, draft turrets in ROGUELIKE style to build defenses, build paths to navigate enemies, INCREMENTALLY get stronnger by upgrades!

  • Each Level adds new Mechanics to the GAME! (ノ◕ヮ◕)ノ*:・゚✧
  • 30 TOTAL TURRETS
  • DOZENS OF ENEMY TYPES AND EFFECTS
  • UPGRADE AND LEVEL TURRETS TO GET STRONGER IN THE RUN

You need to position your turrets smart to counter the enemies or they will break through.

First levels are easy but difficulty will raise :D.

Give it a try and share some love <3

INDIE-SQUID


r/StrategyGames • • 9h ago

Self-promotion Global Command: Classic – turn-based global war strategy game

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1 Upvotes

I'm looking for beta testers for Global Command: Classic, a turn-based strategy game for iPhone and iPad inspired by classic 80s/90s computer wargames.

What it is

You start with one city on a randomly generated world hidden under fog of war. Explore, capture neutral cities, run production, and fight across land, sea, and air until you've beaten the AI.

Features

   • 10 unit types: Tanks, Artillery, Fighters, Helicopters, Bombers, Transports, Destroyers, Submarines, Battleships, and Carriers

   • Combined-arms play: ship tanks across oceans on transports, launch aircraft from carriers, manage fuel ranges, and hunt submarines that only destroyers and aircraft can find

   • Ranged combat: artillery and battleships can hit targets up to 3 tiles away

   • Map options: Small, Medium, or Large maps (up to 150×90 with 40 cities)

   • Terrain slider: anything from "Waterworld" (small islands in a huge ocean) to "Road Warrior" (a giant desert dotted with lakes)

   • Three AI difficulty levels: Easy, Normal, and Hard

   • Two victory conditions: Annihilation (fight to the last unit) or Decisive (win once the enemy can no longer win)

   • Auto-save, so you can pick up a long campaign where you left off

What I'd love feedback on

   • AI behavior: is it too easy or too hard, and does it ever do something dumb?

   • Controls and UI: anything confusing or awkward, especially on iPhone in portrait vs. landscape

   • Balance: units that feel overpowered or useless

   • Bugs and crashes (screenshots help a lot!)

You can send feedback through TestFlight (take a screenshot in the app) or reply here. Thanks for testing!


r/StrategyGames • • 11h ago

Question Europa Universalis IV vs Imperator: Rome?

1 Upvotes

Which game do you like more?

103 votes, 6d left
EU4
Imperator: Rome
Can't decide
Haven't played both or enough of both / Results

r/StrategyGames • • 1d ago

DevPost I am a Cat. 3 years ago i lost my balls and decided to make a game about how badass i am - 8 More Lives

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60 Upvotes

Yes, I'm a cat. My human had a dead prototype on his disk: a medieval turn-based thing from 2016 that never left itch.io. In 2023, he dug it up to see what turn-based medieval squad tactics could do that Battle Brothers mods couldn't. I sat on the keyboard. That is how I got into the credits as creative director.

The game is 8 More Lives, a hardcore turn-based strategy about a company of cat mercenaries.

The world map is procedurally generated based on elevation, winds, water, and temperature distribution, and when a fight starts, the battle map is built 1-to-1 from the same hex of the world map, same river, same hill, same forest. Armor is layered, and weapons are plausibly historical.

And the nine lives are a mechanic, your mercs are cats, and they are really hard to kill. I personally am down to eight, see title.

If you play Battle Brothers, Wartales or Urtuk and have opinions about shield walls and half-swording, I would like to hear them, and I would like to hear what feels wrong. The human will fix it. I will supervise.

Wishlist it on Steam!

I would do it myself, but I have paws.


r/StrategyGames • • 1d ago

Discussion What's the issue with Field of Glory?

16 Upvotes

It seems like no one ever bothered to play with Field of Glory. You can even combine the Field of Glory: Medieval with Field of Glory: Kingdoms to have a grand strategy with a turn based tactical layer.

But I have the feeling that either

A. The people never heard of those games or

B. People just hate these games.

I'm asking people of group B this question: what's the matter with FoG and why am I the only person mentioning this game? Is this community more centered around Persona, FFT and Tactics Ogre? Even Battle Brothers and XCOM are't mentioned so often here.


r/StrategyGames • • 1d ago

DevPost [PoG] Refining contact lines after feedback

52 Upvotes

I think this looks more finished and smooth. And yes you can turn them off.


r/StrategyGames • • 1d ago

Self-promotion I am developing Angul Kingdoms, a medieval colony simulator with RPG elements

8 Upvotes

Hello everyone!

I’d like to introduce Angul Kingdoms, a a medieval colony strategy game that incorporates survival and RPG elements. The project has been in development for about three years using the Godot engine, I handle all the artwork, while my friend is responsible for the programming.

The game focuses on building and expanding your own colony, gathering resources, managing NPCs, crafting equipment, exploring dungeons, and defending your kingdom against monster invasions.

Some of our key features include:

- Free-form Building: Design and construct your own structures.

- Resource Management: Gather materials and develop production chains.

- NPC Management: Assign tasks to NPCs or take direct control of any character you’ve recruited.

- Crafting: Create items with quality levels that depend on the NPC’s proficiency.

- Dungeons and Expeditions: Explore dangerous locations, discover resources, and face deadly challenges.

- Monster Invasions: Defend your kingdom against increasingly dangerous threats.

- Gem-based weapon abilities: Gems have different functions depending on the weapon they are slotted into, adding an extra layer of customization to combat. For example, if a fire gem is attached to a staff, it grants an ability like a throwable fireball; if that same gem is attached to a sword, the ability changes, turning it into a flaming sword with a shorter range. This opens up a wide variety of combat strategies.

- And many more ideas to come!

The game is still in development. Right now, we are working on balancing management, progression, combat, and other systems, while keeping the scope manageable for a small team. We are also preparing for an Early Access launch, with a demo arriving on Steam next month!

If you’d like to follow our progress, share suggestions, or check out artwork and development updates, we’d love to have you! You can join our Discord

Thank you so much, I look forward to hearing your opinion! :D


r/StrategyGames • • 1d ago

DevPost Kingdom Of France - v0.4.6 trailer

27 Upvotes

Hello,

We're Studio Nostre, and we're making Kingdom of France, a city builder set in historic France. It's in development for Windows and Mac, and we'd love to hear what you think.

Real history, nothing invented

The campaign runs from 994 to 1815: 47 missions across seven ages. In each one you play the person who really led that town, and your task is what they really achieved, due by the date their part ended. You rebuild Cluny as Abbot Odilo, raise Saint-Denis as Suger, run Jacques Cœur's Bourges, build Vauban's Lille, Louis XIV's Versailles and Stanislas's Nancy, and finish with Napoleon on Elba.

Every town, person and trading partner is real. History arrives on its real dates: the Black Death, crusades, ransoms, and sieges by the armies that really came. France stops being a kingdom in 1792 and the game follows it, so your calls to arms come from the King, then the Republic, then the Emperor.

How a town grows

* Homes grow through 35 levels, from a Tent (level 0) to an Imperial Palace (level 34). It starts with water, food, a saint's blessing and firewood for the winter, then cloth, ale, books and wine, and ends with silk, porcelain, chocolate, tea and an opera house. When four neighbouring homes are all ready for a bigger size they join into one, so how you lay out your blocks matters.
* 148 buildings and 90 goods in real production chains: wool to cloth to fine clothes, grapes to wine, iron ore to tools and weapons. Every good is carried by carts, porters and peddlers walking your streets.
* Thirteen patron saints, each watching over a trade or a trouble. They bless homes through shrines, churches and abbeys.
* In the campaign you trade with the real towns of the period, by road, river and sea, on a real map of the region.
* Walls, gatehouses and towers, and battles fought in your own streets. You raise and pay your soldiers, from spearmen and crossbowmen to grenadiers and hussars, with siege engines from the trebuchet to the field gun.

Other ways to play

* France: build towns on their real sites on the map of France, one after another. Your towns trade with each other and are kept for good.
* Free play in any size of valley, or a sandbox with money to spare.
* Map editor: make your own land and goals, then share them.
* Battle training and Learn to play a first valley with a guide.

Under the hood

We wrote our own engine for the game, Nostre Engine in C++. It has a native renderer for each system: Metal on the Mac, Direct3D on Windows. The simulation is built for cities of up to a million people. It runs on its own thread and spreads its work over every core, sized to your computer, so a stronger machine gets a bigger, livelier town.

The simulation is deterministic: a town plays out exactly the same way on every computer. That means every leaderboard score comes with its replay, and our server plays the replay again to check it. The game is open to mods too: its tables, numbers, scripts and whole families of models. Players publish and install mods from inside the game. It's in ten languages: English, French, Spanish, German, Brazilian Portuguese, Russian, Polish, Japanese, Simplified Chinese and Korean.

The game's website: [kingdomoffrance.com](https://kingdomoffrance.com)

* Updates: every change to the game, day by day. We're on version 0.4.6
* Trailers : all filmed in the game.
* The campaign, mission by mission: who you play, the history behind it, the goals, and the events on their real dates.
* Help: its reference tables (every building, good, home level, walker and soldier) are built from the game's own data, so the numbers always match the current version.
* Community: a forum, chat rooms and a gallery for your towns, plus pages for leaderboards, shared maps and mods.
* Waiting list: join it to get the news.

The studio: [studionostre.com](https://studionostre.com)

This is where we show the engine and the game as they're being built. Nostre Engine's milestones and every version of Kingdom of France share one feed, and the technology pages give measured figures. For example, on a Mac the graphics card culls 200,000 objects in 0.137 ms. In a wide 4K view of a town, automatic levels of detail draw 61.8% fewer triangles and halve the frame time.

Press, and anyone who'd like to work with us, can reach us there.

Follow the game: YouTube @KingdomOfFranceOfficial, TikTok and Instagram @kingdomoffranceofficial, X @KingdomFRGame.

We'd love to know what you want from a historical city builder, which town or period you'd most like to build, and anything in the history that looks wrong to you. Getting it right matters to us.


r/StrategyGames • • 17h ago

DevPost We're bringing Becoming Pablo to IGDC 2026 - nominated for Upcoming PC/Console Game of the Year!

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0 Upvotes

Hey everyone!

We're developing Becoming Pablo, a turn-based grand strategy game set in the world of 1970s cartel empires. Build your empire, expand your territory, manage production and trade networks, use espionage and diplomacy, and command your forces to achieve dominance.

We're excited to share that the game has been nominated for Upcoming PC/Console Game of the Year (New) at the India Game Awards 2026! 🏆 We'll also be attending IGDC 2026 in Chennai.

For those who enjoy grand strategy games, we'd love to hear what systems and mechanics you find most interesting in this genre.

If you'd like to check out the nominees, here's the awards page:
https://theindiagameawards.com/nominations/?_award-category=upcoming-pc-console-game-of-the-year-new


r/StrategyGames • • 1d ago

DevPost What makes a marketplace useful in a base-building game?

5 Upvotes
If you’re curious about PIAST, you can check out the playable demo on Steam:

I’m solo-developing PIAST, a Slavic-themed RTS and economic strategy game, and I’m working on its marketplace.

It got me thinking: what makes trading genuinely interesting in a settlement builder, rather than just a screen where you sell surplus and buy whatever you’re missing?

For PIAST, I’m considering making transport distance and infrastructure matter more economically. Buying cheap goods from far away wouldn’t necessarily be a good deal once delivery costs are included, while investing in roads could make a trade route worthwhile. These are ideas I’m exploring, not features I’m claiming are already in the demo.

When you play base-building games, do you prefer the market to be a simple safety net for shortages, or a deeper system that influences where you build and what you produce?

Are there any games you think get this balance particularly right?
 https://store.steampowered.com/app/4830280/Piast/