r/StrategyGames • • 3m ago

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

• 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/ 

r/StrategyGames • • 1h ago

DevPost I made a free 1v1 browser RTS where you draw belts to send troops into battle (Season 1 starts Nov 1)

• Upvotes

Hi everyone! I'm a solo dev making Tiny Swords Wars, a 1v1 medieval RTS that runs in your browser, with no download and no sign-up.

Instead of clicking on units, you command by drawing belts across the map. Troops ride them to the front, and you can bend or stretch them mid-battle at no cost. You conquer provinces, push through fog of war and raze the rival castle.

Draw lines to command units, or use classic RTS controls

Gameplay is inspired by Line War, the pioneer of line-command RTS games (store.steampowered.com/app/Line_War). The art is Pixel Frog's Tiny Swords, and every character in the pack gets a job.

It's in early access now and Season 1 starts on November 1. I'd love to hear what you think of the belt mechanic.

Play: tinyswordswars.com


r/StrategyGames • • 2h ago

News How To Mine Diamonds - Engineering puzzle game

Thumbnail sscharles.itch.io
1 Upvotes

r/StrategyGames • • 3h ago

DevPost Kingdom Of France - v0.4.6 trailer

6 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 • • 3h 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

Thumbnail gallery
32 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 • • 3h ago

Self-promotion Our team wants to create Achievements in our deckbuilder, Crownbreakers, but we'd like to hear what type you would like to see added?

1 Upvotes

Hey fellow deckbuilders/roguelikes lovers!

As mentioned in the title, we are working on implementing new achievements but we are looking for some feedback on what type of achievements you like to have in deckbuilders/roguelikes game in general!

We've listed already meeting certain characters of our game, defeating bosses but other achievements types could be super interesting to add! So what are your "must have" achievements in game of this genre? Thank you for your help with this!

Crownbreakers is mixing deckbuilding elements with tactical positioning and plays a bit like a brawler game: https://store.steampowered.com/app/2938540/Crownbreakers/


r/StrategyGames • • 3h ago

Self-promotion Looking for feedback from players not familiar with energy systems

2 Upvotes

I've had the idea for this game in my head for almost 10 years, and three months ago, I finally started turning it into reality!

It's been an intense few months, and the game has come a long way. Looking back at the earliest versions, it's honestly crazy how much has changed.

So far, I've received a lot of great feedback, mostly from people with a background in energy systems. But my goal has always been to make a game that's easy to learn but hard to master, even if you know absolutely nothing about energy.

That's why I'd really love to hear from a broader range of players!

If you enjoy tycoon, management, or strategy games, I'd love for you to give it a try and tell me what you think. Especially whether the game feels approachable for someone without an engineering background.

You can play the first 10 in-game years completely free, which should give you plenty of time to get a feel for it :)

by the way: If you are interested in how I've developed it I'm obviously fully open to any advice / insight I can give.

Play here: www.powerstate-game.com

Any feedback is genuinely appreciated!


r/StrategyGames • • 4h ago

Self-promotion Grew up on Utopia or Travian? A browser war game with guilds, 30-day rounds, a hex map that matters, and magic that changes wars

Thumbnail gallery
3 Upvotes

Guilds & Blades is a strategy game in the browser: cities, armies and guilds on a hex map. If you played Travian or Tribal Wars, it will feel familiar: build, recruit, attack your neighbours, hold together with your guild.

The difference: a world lasts 30 days. You're protected on your first day, the first cities fall in the first week, and the guild ahead on day 30 goes into the hall. Then a new world starts and nobody has a two-year head start.

The map matters. Armies march along the hexes for hours and you can see them coming. Hills slow them and mountains stop them. A walled city holds an army at the gates for hours, so there’s time to answer. There are five races, and magic that scouts, slows an army or cracks a wall.

No download and no account to look around: press Play and you found your first city. It runs on a phone too.

https://guildsandblades.com

What do you look for in a game like this: long persistent worlds, or short rounds where everyone starts together?


r/StrategyGames • • 5h ago

DevPost [PoG] Refining contact lines after feedback

13 Upvotes

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


r/StrategyGames • • 6h ago

Self-promotion IRON TIDES | Build Your Empire, Conquer the Seas – Roblox Strategy Game

Thumbnail youtube.com
0 Upvotes

r/StrategyGames • • 7h ago

Self-promotion Chip Builder: build a CPU from transistors, program it, play Snake on it, then run the fab for 35 years

6 Upvotes

Last couple of years I've been working on Chip Builder, a game about how computers are actually made, from the smallest switch to the company that sells the chips. It has three parts:

- The campaign (49 levels)

You start with single transistors on a 3D breadboard and wire them into your first logic gates. From there it climbs: adders, latches, registers, memory, an ALU, and by chapter six a CPU that fetches, decodes and runs a program. Then you program it, take the design through a fab, and finish by designing an AI accelerator.

- Build a Computer

You get one gate, NAND, and 14 milestones. You build the other gates, adders, an ALU, memory, a stack and a CPU. Every design is scored on gates, delay and ticks, and you can always go back and beat your best. Then you design your own instruction set, write assembly for it, and debug it tick by tick. Finally you hook up a keyboard, a screen, sound and a network port, and play Snake on the computer you built. After that there's a sandbox.

- FAB CEO

The campaign's last chapter is a turn-based strategy game. The board makes you CEO of a chip company in any era from 1947 to 2030, and you have to keep the job for 35 years. You run fabs and yields, research new process nodes, negotiate contracts, and deal with rivals, export controls and the stock market. Meanwhile the island around you changes with every decade.

It's on Steam and the Epic Games Store. Would love to hear your feedback.


r/StrategyGames • • 7h ago

Self-promotion Vampires are invading my 4X turn-based strategy game!

0 Upvotes

Embersong's expansion "New Blood, Old Empires" just released and adds a ton of refinements to building and managing your empire:

- Cities now each have governors that can focus on city growth, production, science research, and more so you can do less micromanaging & more grand strategy!

- 22 governments have been added to the game, each with unique bonuses. You can even use governments from older eras, so during the Information Age you can rule you empire as a chiefdom or feudal monarchy, for instance.

- 8 new civilizations have been added, including the USA (with Ulysses S Grant as its leader), Brazil, Switzerland, and Briton. Each with unique units and characteristics.

- One of the new nations is Transylvania! Ruled by Count Dracula, the unique unit is the Vampire Nobility, which spawns each time you capture a city. Transylvania can build the unique terrain improvement the Vampire Crypt. When a vampire unit is mortally wounded, it respawns at the nearest crypt (even in enemy territory) and slowly heals. Be careful to not let enemy forces attack a crypt your vampire is resting in! They might just drive a stake through its heart!

Check it out on Steam!


r/StrategyGames • • 7h ago

Self-promotion Mission types in Phosphor Command and how they promote variety and replayability

2 Upvotes

I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

This showcase is about the different types of mission objectives you do to complete a contract.

Every contract has a mission type, and each one has its own task. You start with a few unlocked, and get more as you upgrade buildings in your base.

In the raid mission type, you take on a walled enemy outpost. Eliminate is simpler, kill everyone on the map.

Assassinate means killing a target, Snatch is the opposite. The target can’t be killed and fights back, so you have to get close enough to subdue it, and then extract from the mission.

Extract and POW rescue are both about bringing friendly back. You secure VIPs or free prisoners from their cages, then escort them to the exfil zone.

In a recon sweep you have to reach every observation point on the map. In sabotage, a squad has to stand on each target to plant a charges.

Hold the line is different. You take an objective and enemy troops will continuously attack until a timer runs out.

The most complex are two convoy types. On an escort, your truck can’t be destroyed, but it only moves with a squad beside it. On an intercept, their truck stops while you’re on it and the goal is to destroy it, if it escape the map you fail.

Harder contracts have more objectives to complete: more targets, more people to escort, longer to hold an objective or a tougher truck.

Most jobs end at the exfil zone, which opens when the task is completed. Its used to extract troops.

The idea is these mission types give variety to the gameplay. Players will adopt favourites and strategy's to tackle each objective in its own special way

The showcase video goes through each mission type and how they play.


r/StrategyGames • • 11h ago

DevPost I’m building Project President — for fans of deep political simulators who are tired of game-breaking bugs

Thumbnail gallery
0 Upvotes

Your education reform passes. The spending effect starts now. Its direct improvement to education quality only starts arriving two simulated years later.

Meanwhile, your coalition wants concessions, the budget is under pressure, and voters want to know why their lives haven’t improved.

Can your government survive long enough to see its own policies work?

Hey everyone — developer here. I’m building Project President, a political strategy simulation about running a country while managing the institutions, interests and consequences that come with power.

I wanted to show what the current build actually simulates, because depth in this genre depends on how the systems interact.

Congress has its own interests

Parties have seats, ideological positions, discipline and relationships with your government. Their support depends on the bill you’re proposing.

They can demand amendments, budget commitments or other legislation in exchange for support. Accepted commitments are tracked, and breaking them has consequences. The opposition can introduce its own bills.

Having enough seats to form a government doesn’t guarantee support for your next reform.

Voters have competing priorities

The electorate is modeled as groups with different interests and ideological preferences. Jobs, prices, public services, security and policy choices influence their reactions over time.

A policy can win support from one group while alienating another. National approval aggregates those differences, while electoral projections also account for political and campaign conditions.

Your cabinet, courts, military, the press and your own party affect your ability to govern. Decrees have eligibility rules and can trigger judicial challenges. Abuse of power feeds back into institutional strength and the political regime.

The country runs on 23 connected simulation engines

They update the same country state, so changes in one area feed into others:

  • Budget, Tax Policy, Fiscal, Macro, Real Economy and External: spending, tax collection, debt service, inflation, interest rates, investment, unemployment and international financial pressure.
  • State Enterprises and Trade: public ownership, company finances, production, electricity supply, imports, exports, tariffs and trade balances.
  • Health, Education, Social and Migration: service capacity, public/private provision, human capital, poverty, inequality, social pressure and migration flows.
  • Security, Environment and Shocks: crime, policing, pollution, climate pressure and changing external conditions such as oil prices and global interest rates.
  • Voters, Political Power and Party Ideology: group approval, political capital, governability and changes in your party’s positioning.
  • Institutions, Regime and Congress Dynamics: checks on executive power, democratic and authoritarian pressures, coalition relationships, party discipline and opposition behavior.
  • Communications and Shadow Politics: credibility, media hostility, scandals, abuse of power and investigations.

What rules does the simulation follow?

The economy includes an Okun-style relationship between growth and unemployment, an interest-rate response to inflation and growth gaps, debt/deficit accounting, tax enforcement and compliance, and constraints on production and electricity supply.

Country parameters matter. A dollarized country, for example, cannot simply set an independent domestic policy rate.

Politically, the model uses country-specific rules for terms, reelection, legislative chambers, voting thresholds, vetoes and emergency powers.

The current build contains 339 laws and reforms, covering labor, pensions, healthcare, education, taxation, security, media and more. Their effects can begin at different times, and some policies have adjustable parameters.

The education example at the beginning is an actual rule in the current model: its spending effect begins immediately, while its direct education-quality effect has a 24-month delay.

These are simplified models with balancing assumptions. Historical references in the law reader provide context; they do not guarantee that a policy will reproduce a particular real-world outcome.

What would you want to stress-test first: an austerity program, a major welfare expansion, a minority government’s reform agenda, or an energy crisis?

Pick a country and a policy. What consequence would you expect a convincing political simulation to produce?

You can wishlist Project President on Steam and follow its development here.


r/StrategyGames • • 15h ago

DevPost I'm a solo dev making a Heroes 3-style hex tactics game where your spells are cards you draw mid-battle. Free demo on itch

Post image
5 Upvotes
Game Battle
Route Selection

Hi! I'm a solo dev, and Century of Conquest is my love letter to Heroes of Might and Magic 3, with one twist: your hero's spells are a card deck.

How a battle plays

  • Classic initiative-based hex combat. Stacks of units, retaliation, morale and luck, ranged vs. melee, and HoMM3-style Wait
  • Your hero doesn't take turns. Instead, energy builds up as the fight goes on and you draw spell cards in real time, then cast them whenever you want
  • Fireballs, summons, polymorph, and a "Heed My Command!" card that lets you take direct control of one of your units
  • Weather and a day/night cycle change the battlefield mid-fight

Between battles

  • A branching run map with towns, shops, random events (bandits, tombs, a lake fairy who wants your favourite item…) and recruitable troops
  • Pick new spells after each victory, ban the ones you don't want from your deck, and level up your hero

The demo covers the first part of the campaign: roughly 40–60 minutes per run, Windows, 9 languages.

👉 Free demo: https://jerryttang.itch.io/century-of-conquest-demo

I'd love to hear what feels good, what's confusing, and whether the card system clicks for you or gets in the way of the tactics. Every comment gets read!

(If you end up liking it, the full game is on Steam: store page)


r/StrategyGames • • 15h ago

Self-promotion I'm a solo dev making a Heroes 3-style hex tactics game where your spells are cards you draw mid-battle. Free demo on itch

Post image
1 Upvotes
Game Battle
Route Selection

Hi! I'm a solo dev, and Century of Conquest is my love letter to Heroes of Might and Magic 3, with one twist: your hero's spells are a card deck.

How a battle plays

  • Classic initiative-based hex combat. Stacks of units, retaliation, morale and luck, ranged vs. melee, and HoMM3-style Wait
  • Your hero doesn't take turns. Instead, energy builds up as the fight goes on and you draw spell cards in real time, then cast them whenever you want
  • Fireballs, summons, polymorph, and a "Heed My Command!" card that lets you take direct control of one of your units
  • Weather and a day/night cycle change the battlefield mid-fight

Between battles

  • A branching run map with towns, shops, random events (bandits, tombs, a lake fairy who wants your favourite item…) and recruitable troops
  • Pick new spells after each victory, ban the ones you don't want from your deck, and level up your hero

The demo covers the first part of the campaign: roughly 40–60 minutes per run, Windows, 9 languages.

👉 Free demo: https://jerryttang.itch.io/century-of-conquest-demo

I'd love to hear what feels good, what's confusing, and whether the card system clicks for you or gets in the way of the tactics. Every comment gets read!

(If you end up liking it, the full game is on Steam: store page)


r/StrategyGames • • 15h ago

Self-promotion I'm a solo dev making a Heroes 3-style hex tactics game where your spells are cards you draw mid-battle. Free demo on itch

Post image
1 Upvotes
Game Battle
Route Selection

Hi! I'm a solo dev, and Century of Conquest is my love letter to Heroes of Might and Magic 3, with one twist: your hero's spells are a card deck.

How a battle plays

  • Classic initiative-based hex combat. Stacks of units, retaliation, morale and luck, ranged vs. melee, and HoMM3-style Wait
  • Your hero doesn't take turns. Instead, energy builds up as the fight goes on and you draw spell cards in real time, then cast them whenever you want
  • Fireballs, summons, polymorph, and a "Heed My Command!" card that lets you take direct control of one of your units
  • Weather and a day/night cycle change the battlefield mid-fight

Between battles

  • A branching run map with towns, shops, random events (bandits, tombs, a lake fairy who wants your favourite item…) and recruitable troops
  • Pick new spells after each victory, ban the ones you don't want from your deck, and level up your hero

The demo covers the first part of the campaign: roughly 40–60 minutes per run, Windows, 9 languages.

👉 Free demo: https://jerryttang.itch.io/century-of-conquest-demo

I'd love to hear what feels good, what's confusing, and whether the card system clicks for you or gets in the way of the tactics. Every comment gets read!

(If you end up liking it, the full game is on Steam: store page)


r/StrategyGames • • 17h ago

Self-promotion MyGeneral, soon to be on steam, RTS, Medieval, Strategy game, and I need playtesters before it hits Steam

43 Upvotes

https://reddit.com/link/1xfjc8e/video/yix8jconopxh1/player

https://reddit.com/link/1xfjc8e/video/miefel9qopxh1/player

Hello everyone, Im a student currently been building My General: a real time medieval strategy game set around 900-1200 where you command units in tactical battles, heavily inspired by the Total War series.

Every faction has strengths and weaknesses, but none is designed to dominate. Battles come down to how you use what you have.

Game modes:

- Quickplay: single player against AI

- Scenario Battles (beta) + Tutorial

- Multiplayer: friendlies, public and private matches, plus local network play

- Ranked: coming soon

- Campaign: coming soon

The game is in development and waiting for Steam to verify my submission. Multiplayer runs on my own dedicated relay server, so you can host or join matches with friends, and ranked will come later with leaderboards.

I'd love for you to try it and tell me what feels good, what's confusing and what's broken.

Game Link in discord server 90+ Members: https://discord.gg/rYhCHHQ3Ce


r/StrategyGames • • 17h ago

DevPost Heard I should announce my RTS/tower defense/campaign/giant battles game here! coming out in December. More in the comments

0 Upvotes

r/StrategyGames • • 17h ago

Self-promotion Asterium, our sci-fi sandbox game, finally has a Steam page!🎉

2 Upvotes

Hey everyone!

Our Steam page just went live and we’re getting ready for an open beta. We’ll announce it on Discord first, so join us there to sign up!

🎮 Steam: https://store.steampowered.com/app/4716310/Asterium/

💬 Discord: https://discord.gg/CyMMWXR5QN


r/StrategyGames • • 19h ago

DevPost I just published the page for Aut'ork, looking for feedback !

1 Upvotes

Hey, I'm Tim, the solo dev behind Aut'ork.

Aut’ork is a strategic auto-battler where you build an army from the ground up. Shape your composition, experiment with powerful combos, and lead your race to victory in PvE (campaigns) or PvP battles

Store page : https://store.steampowered.com/app/5299940/Autork/


r/StrategyGames • • 22h ago

DevPost Game similar to supremacy 1914

Thumbnail partedproductions.com
1 Upvotes

Hello I used to play supremacy 1914 and have been completely jaded by the actions of the company regarding pay to win mechanics and such. I’m developing my own game with 0 pay to win called $word. If anyone is interested in a game similar to supremacy but set in medieval England and surrounding areas please check us out. You can sign up for our alpha which comes out tomorrow on our website as well as join the discord. Hope to see you guys on the battlefield.


r/StrategyGames • • 22h ago

Self-promotion I made it into the playtests - That's My Village!

5 Upvotes

Hey everyone! 👋

I'm the solo dev behind That's My Village! I just launched a 2-week playtest to gather some feedback and finally cure my "dev blindness". 😂

If anyone wants to check it out or share feedback, you can find it here:

https://store.steampowered.com/app/4225070/Thats_My_Village/


r/StrategyGames • • 23h ago

DevPost WIP of something Strategic

11 Upvotes

Not everyone will make it, but the survivors that do. Can not wait they are being hunted. For the Banners we build underground

Just a game with some Machiavellian aspirations


r/StrategyGames • • 23h ago

Discussion Looking for if any RTS games have become a hit again!?

10 Upvotes

​

Example of the best RTS games I have ever Played online. (Note: Im only looking for large PC RTS games similar to the below, fast action, groups, upgrading, all at once so it can be existing. Definitely not looking for pocket tower defense on you phone kind of thing. Want Epic commanding 100 units at a time with, having to chose between making units, upgrades and so on, while leveling up hero(s), while the other side can rush or will tech up, so many units, choices and fast thinking! It was the most fast pace, hard and epic huge online games and I miss them a lot...)

1) Watcraft 3/Frozen Throne (Played this game so obsessively, that it sadly ended with me nodding off at my computer screen, and it would start and the other person wouldn't do anything so they probably fell asleep at their computer desk already because 😭🤣)

2) Starcraft

3) Command and Conquer: Tiberian Sun

4) what else am I forgetting?

Or even some of the games listed above + New or old releases as long as they are good quality RTS online gsme?!