
Strategos is a real-time tactics wargame set in classical antiquity. Simulate large-scale battles with over 120 factions, and 250+ units, from the ancient world. Create custom battles, or take command of historical ones.
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About

Simulate large scale warfare with the armies of antiquity in Strategos. With thousands of men on screen, you can recreate real or speculative historical battles between the major and minor powers of the ancient Mediterranean.
Strategos is an ancients wargame with large scale formation movements and disorder, unordered charges, pursuing, evading, routing and morale shocks, fog of war, terrain effects, flanking and command and control simulations that bring a hardcore tabletop feel to digital, real-time wargaming.
The armies of Strategos span nearly a thousand years of the classical period, from the Hoplites and Immortals of the Persian Wars, to the rise of the Sasanian Empire against Imperial Rome.
An advanced command and control simulation encourages the player to think about the positioning and use of their generals, and when to commit them in order to balance giving orders, sending couriers, providing morale support, and fighting in direct combat.
The game contains over 250 unique units and nearly 120 unique factions, including the various Hellenic Empires, The Achaemenid Persian Empire, Rome and Carthage across different eras, Gallic, Germanic and Iberian tribes, Umbrians, Samnites and other native Italians, the major city states of ancient Greece, the Thracians, and more.
Custom battle options include selection of army lists, allies, units, army sizes, era, map, deployment distance and sides, difficulty, AI type/aggression, whether to use AI at all (alternative is hotseat), and optional randomization of army lists with options to filter random armies by era, importance, and whether they are steppe armies.
Current historical battles include Issos, Trebia, Ilipa, Magnesia, Zama, Adamclisi, Bibracte, Carrhae, and Raphia, with more to come. The text-based campaigns currently include the battles of Alexander, Hannibal, the Wars of the Diadochi, and the battles of Early Rome and the Peloponnesian War, with more to come as well.
Abyssinian/Aksumite
Early (Persian Wars) and Later (Alexander) Achaemenid Empire
Aitolian
Antigonid
Alan
Apulian
Arab (Urban)
Armenian (Tigranes and non-Tigranes)
Athenian
Atropatene (Early/Late)
Bithynian
Black Sea Greeks
Blemmye/Nobades
Bosporan
Campanian
Carthaginian (Early/Late)
Commagene
Caucasian
Dacian
Etruscan (Early/Late)
Galatian (Early/Late)
Gallic
Georgian
Germanic
Germanic (Later) Horse/Foot Tribes
Graeco-Bactrian
Graeco-Indian
Early Hoplite Greek
Later Hoplite Greek (Major Later Hoplite Greek armies are also distinguished by city state)
Greek Mercenary Expeditions
Hellenistic Greek
Hasmonean Jewish
Illyrian (Early/Late
Indo-Parthian
Indo-Skythian
Italian Tribes
Judaean
Kappadokian
Kushan (Early/Late)
Kyrenean Greek (Early/Late)
Latin
Libyan
Ligurian
Lucanian
Lydian
Lykian
Lysimachid
Maccabean Jewish
Macedonian (Early, Alexander, Late Alexander)
Massalian
Meroitic Kushite
Moorish
Nabataean
Numidian (Early/Late)
Paionian
Palmyran
Parthian
Pergamene (Early/Late)
Phokian
Pontic (Mithridates Early/Late, and Pre-Mithridates)
Ptolemaic (Early, Mid-Early, Mid-Late, Late)
Pyrrhic (Early/Late)
Rhoxolani
Roman (Tullian, Camillan, Polybian, Marian, Early Imperial, and Mid Imperial)
Saka
Samnite
Sarmatian
Sassanid (Early)
Seleucid (Early, Mid-Early, Mid-Late, Late)
Skythian
Slave Revolt
Spanish (Iberian, Celtiberian, Lusitanian, and Sertorius)
Spartan
Spartan (Hellenistic)
Early Successor (Asiatic)
Early Successor (Macedonian)
Syracusan
Tarantine
Theban
Thessalian
Thracian (Early, Gallic, Hellenized, and Roman Client)
Umbrian
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Spanish - Latin America, Simplified Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I've played 69 hours, so I decided to write this review. My experience is from games like Total war and Field of Glory. There's no point in evaluating the campaign mechanics, that's really just an additional feature. So I'll focus on the battle engine. I enjoy the game's unpredictability, thanks to the mechanics in the game: - time delay of orders: this greatly depends on how many general units you have in the game - it is more important than the number of all units - when deploying units, you have to consider very carefully where to put the general units - in the vast majority of cases, the deployment that the game offers you is useless - slowing down units when overlapping units (which causes a partial loss of combat efficiency): again, a brilliant mechanic, and very close to reality - together with the function of pushing the enemy or a controlled retreat, it gives the game tactical depth - very good balance between the speed of combat and the speed of moving units: this is very important, because for example, if I can move a unit from one wing to the other and thus save the situation, it is not good, because the main advantage will be the number of units. Fortunately, this is not the case. Even if you have fewer units, you can gain an advantage by positioning and timing them appropriately - balance of units: each type of unit has its own importance and it is important to use it appropriately in battle. If you place cavalry that is not protected, the enemy will very easily send light cavalry that will lure it away from your army and massacre it there. Therefore, it is important to have rifle units that protect it before the cavalry. - another interesting mechanic related to the previous point is switching the unit into a mode where it cannot be controlled - this happens when an enemy unit approaches - over time you will figure out how to counter it, but during the battle it cannot be avoided, which again corresponds to reality - in combination with the mechanics of overlapping units, this can cause great chaos during the battle It is interesting that many players evaluate the above-mentioned mechanics negatively and do not realize their tactical depth. Unlike Total War, where you can play battles mechanically, here every battle is a challenge and you have to be careful. For me, one of the best battle engines I've played. If the game had a more elaborate campaign part, I would have played it for hundreds of hours.
Great concept, lacking execution. - Having a messenger system is a great idea IF the orders you can give are informative enough to not need micro management. - Having a push-pull system is a great idea to exploit gaps in lines IF units would actually form and keep formation. - Having a line of sight and collision system is a great idea IF the path finding can actually pull it off. - The HUD is very bad at telling the player whats going on. A wavering troop will display the text "wavering" on top of it. Who is going to decipher that on a vibrant background in the heat of the moment? Even though this game is supposed to be much closer to a simulation of ancient battles, battles still devolve really quickly into an unorganized mess like in any (modern) total war game. So in the end battles become a micro click fest to keep things together, which both contradicts the games theme of realism and its mechanics limiting the players ability to micro at all. The game thus stands into its own way. Either improve game mechanics to a point were the premise actually works, or remove the limitations put on the player to make for less frustrating game play. (The latter of which would be a bad idea as then the game would just be a bad total war clone.)
Strategos is fine for a game that's just about combat. The only thing the game has going for it is its in-depth combat system. It simulates how units might not listen to your orders. Very realistic, but also very annoying. It also has a whole library on the many different types of units you can command. Each one has its own abilities. However, their differences aren't really felt in battle. And also, there seems to be a million different status effects. All these millions of things affecting troops are so small that manipulating them as commander only eeks out tiny advantages. Great for someone who only loves maximising numbers. Not the best for anyone else. The soundscape is also fine and the troop animations are okay, but otherwise the graphics aren't the best and the troops don't feel alive. Insubordination is a cool mechanic, but only if there's a genuine reason for it. "The commander's a hothead. He has PTSD from a previous battle." But in Strategos, troops just randomly don't listen to you. They just feel like computer simulations. There's no story, no intrigue, and no depth. Battles just end when one side loses enough troops. It doesn't feel like you're a hero conquering Persia or Carthage. You don't earn money, go on parade, or paint a map. Winning doesn't feel rewarding. My suggestion: Make the campaign mode have more of a story. Have NPCs who praise your tactical genius. Have maps that you can paint in your colours. It doesn't have to be super in-depth. Just make it so that the player can feel the weight of their accomplishments without having to open Wikipedia.
Tactically very interesting concept and is very well implemented on a tactical scale but the game suffers from very poor optimization and the macro side is a bit too simplified imo but that's subjective. Don't buy this if you aren't sure you can run it because it is more demanding than it looks. Gameplay is top tier tho
I so look forward to the future of this game, as it stands it has elements (runners giving orders, units being goaded into combat, my general taking control out of my hands and tearing through enemy lines once he takes the flank, dice rolls for local reinforcements as you prepare for battle) that make the battles and campaigns feel as historically accurate as I've played in the genre, if Total War counts as the same genre lol. I've never war gamed but that is how the campaign feels, as I imagine war gaming to be. My only complaint is, I just want more! Keep up the great work, strong recommendation for fans of historical accuracy and RTS battles.
《Strategos》最为引人注目的应该就是那庞大的战场了!那战场规模看着似乎可以和《全面战争》系列掰掰手腕。游戏介绍页里那密集的士兵方阵、骑兵在侧翼游走准备冲锋、远程部队在后方提供压制,看着就是一场规模不小的古典时代会战。但真正开始游戏后,就会发现这并不是一款强调操作速度的即时战略,反而更类似兵棋推演,需要注意的是阵线秩序和战斗在长时间拉扯中产生的变化。 《Strategos》似乎把战斗拉回了更加贴近古典时代的真实情况,步兵阵线是否稳定、侧翼有没有被压、骑兵是否找到了突破口,这些因素往往比单纯的兵力数量更关键。只要阵列保持稳定,战斗通常会维持在一种相对平衡的状态。但一旦某一侧被突破,或者部队士气开始下降,战场局势就可能会迅速失控。 简单点来说,我们在游戏的时候经常会出现:敌我双方在正面交锋,本来双方的局势稳定,但某个本来僵持着的战斗方阵突然被敌方骑兵包抄了,这时候整个战斗方阵可能就会迅速“动摇”,分分钟就会进入溃退状态,然后在它后方的战斗单位也可能被卷进去,最后就演变成全军崩溃了。 《Strategos》的另外一个有意思的设计是它那与众不同的“指挥系统”!在这里我们能如臂指使并且立刻执行的只有将军的部队,想要操纵其他部队都需要等将军部队的传令兵跑过去该部队下达指令。因此如果部队在较远的地方,那从命令的下达到该部队的执行就会有明显的延迟。这种“指挥系统”让战斗更像是在调度军队,而不是我们玩其他即时战略游戏时那样单纯的拖动单位。 《Strategos》目前提供超过120个派系和250多种单位,从希腊城邦到罗马与迦太基,古典地中海世界的大部分势力都可以在游戏里看到,而且不同文明的军队在阵型和作战方式上各有特点,怎么利用这些特点组织阵线,也是战斗的一部分乐趣。而且,我们既可以参与体验一些历史战役的战斗,还能通过自定义战斗自由组合不同军队进行对抗。 整体而言,《Strategos》更偏向战术模拟,而不是传统RTS,它的乐趣不在常规的快速微操,反而是战场秩序、阵型变化以及指挥体系带来的真实感,它属于偏硬核的古典战争模拟,除了价格略高外,整体还是相当值得推荐的。 [quote]欢迎关注我们的鉴赏家:[url= https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url= https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
Well thought out mechanics--love the "friction"/delay in carrying out orders via messenger pony. The inability to command units much of the time, impetuous charging etc seem like great reflections of the reality of being an ancient general. Detailed breakdowns of multiple ancient civilizations/unit types--great coverage of the ancient Mediteranean. Campaign mode is simple but very satisfying. This won't be everyone's cup of tea, but if you crave something that enforces a little more histtorical realism/decison making, than god-mode approaches (total war, AOE etc), then this is a truly great game.
Thank the author for his previous reply, and I also want to ask. 感谢作者,对于价格变化和折扣的回复,想问一下,会做这个时代的另外几个文明古国吗?做个中国的秦朝也行哈哈哈,或者等以后中国人在创意工坊里面做一下中国的兵种
Really good ancient wargame without micromanaging. I hope they end up with a good campaign. I've seen other games like have a useless campaign and it really hurts the game. Without a good campaign it's just a battle game
She manipular on my legion till I punic war
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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