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Warrior Kings: Battles

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Warrior Kings: Battles

Rating: 4.7 (108 votes cast)

Warrior Kings: Battles comes complete with a full skirmish mode, boasting a proficiency of computer AI not yet seen in an RTS product. AI Generals build a functioning economy, offensive/defensive armies, correctly control formations, and intelligently probe your defenses, looking for your weak points. AI Diplomacy, a major new feature, makes you think you are playing a human opponent(s), giving a new depth to single and multiplayer Internet gaming.

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Warrior Kings: Battles review

By Archonsod posted 7th Sep 2011

It's a fairly old game which was ahead of it's time, and still plays quite well today, even if the graphics look slightly dated. The big shouting point is the AI, which is both pretty competent and easily customisable.

It's an RTS similar to a 3D Age of Empires 2, although rather than races the buildings you construct determine your alignment (Pagan or Imperial, with Renaissance versions of both). The combat is quite detailed, with formations, terrain and supply wagons all playing key roles.

Best strategy game mechanics ever

By ImmoralAtheist90 posted 17th Aug 2011

I have been looking for games similar to this. To bad, because I love the game mechanics.

My biggest issue is that proper use of formations can be a bit difficult (units often don't act like you want).

Warrior Kings: Battles review

By sjoblom posted 24th Jul 2011

A bit dated game, but a terrific one. The graphics still work, and the somewhat unique gameplay for an RTS makes this game fun for any strategy game fan. One has a multitude of units and strategies to use in this game, and the AI works much better than in many other RPGs. The campaign is the only downside, as it has little in the way of story, but the gameplay makes up for that.

Warrior Kings: Battles review

By Carnival73 posted 23rd Mar 2011

I have to say that I'm pretty impressed with this RTS.

I was afraid of purchasing something too dated or too bare-bones and similar to all the 90's RTS's that we became so burnt out on but enough quality detail and variance has been put into this game that it's been a very pleasant surprise for the short time that I've been playing it.

The developers have done many things right with this game where a lot of other failed. Not only is it easy to select, group and control your armies and peasants but they've taken note of previous RTS games and overcame little quirks that slowed similar titles down. For instance, you'll always know what peasant is working on what as they are giving different different outfits depending on what task you asign them too and you'll alway remember what way point you set for new peasants by clicking on your base structure and taking note what icon it displays in the lower left demonstration window ie; an axe and log means that your peasants will immediately begin collecting wood upon creation.

The only downfall that I've experienced so far, and this may change as I get further in the campaign is that it requires so many peasants and so many people working on the same kind of resource for minimal output that the key (and, so far, only) strategy has been attacking the enemies peasants and production cart to bring the enemy's production to an immediate, and nearly impossible to recover from, halt.

I'm hoping there are more strategies available as the campaign progresses for me but so far the fool-proof way to win has been via peasant slaying.

Warrior Kings: Battles review

By ratbat posted 17th Jul 2010

Warrior Kings: Battles didn't do very well when it came out, but the years have been kind to it. At this distance, the game looks no more dated than any other older 3D RTS, and it has plenty of unique and unusual features to recommend it.

Chief of these, at least as far as I'm concerned, are the supply and upgrade systems. Resource caravans are important, and raiding and protecting them adds an extra, fun layer to skirmishes.

The upgrade system is why I keep coming back to the game, year after year. The game sports three completely different paths loosely based on stereotypical religions (a Church faction with an Inquisition, a pagan faction that summons demons and tempts innocent peasants with succubi, an agnostic empire focusing on cannons and other military hardware). You don't just get extra units, but each possibility feels completely different in how it uses resources and labour. One faction may sacrifice peasants at an altar to summon a super-creature, while another may use random executions to improve productivity through fear. Completely over-the-top, and very fun to play.

An added bonus: the game runs flawlessly on my (very low-powered) netbook and is best played in skirmish mode, anyway, making it my top pick for an RTS on the move.