Info about Strategos:

Official game description:
Simulate Historical Battles
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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.
Manage Complex Mechanics
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**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.
Command the Armies of Classical Antiquity
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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.
Master Advanced Command and Control
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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.
Select From a Huge Number of Units and Factions
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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.
Customize Battles
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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.
Historical Campaigns and Reenactments
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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.
Factions:
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*   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

Release date: Jan 20, 2026

Categories: Real-time Strategy, Historical Simulation, Tactical Combat, Unit Management, Strategic Planning, Large-Scale Combat, Fog of War, Terrain Management, Morale System


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Unique real-time wargame mechanics (weight 0.93): The game introduces a real-time system with delayed orders via couriers, unit autonomy, and morale/cohesion mechanics, offering a fresh take on historical wargaming. This system reduces micromanagement while adding tactical depth, appealing to fans of *Field of Glory 2* and *Total War*.
- Reduced micromanagement (weight 0.56): Units act autonomously (e.g., retreating, flanking), reducing the need for constant oversight. Players highlight this as a major improvement over games like *Total War*, allowing them to focus on strategy rather than unit control.
- Positive early access experience (weight 0.29): Despite being in early access, the game is feature-complete with fair optimization and a promising roadmap. Players appreciate the developer’s responsiveness to feedback and the game’s potential for future improvements.
- Affordable and worth purchasing (weight 0.26): Players recommend the game as a worthwhile purchase, especially on sale under $20. The current price is justified by the content and the developer’s active engagement with the community.

Common complaints:
- Limited campaign and sandbox (weight 0.61): The campaign is criticized as dull, stale, or missing key features (e.g., large maps, animations). Players express disappointment over the lack of a freeform campaign, customization options, and sandbox-style gameplay akin to *Total War*.
- Poor UI and visual polish (weight 0.58): The user interface is described as dated, unclear, and in need of modernization. Visuals and animations are criticized as basic, low-quality, or unappealing, with limited zoom and speed settings exacerbating the issue.
- Balance and mechanics issues (weight 0.58): Numerous balance problems are reported, such as overpowered melee infantry, weak ranged cavalry, and morale mechanics that feel underwhelming or inconsistent. Terrain penalties and tactical depth are also underutilized due to AI limitations.
- Not a *Total War* alternative (weight 0.52): Players expecting a *Total War*-style experience are disappointed by the lack of flashy battles, unit variety, and customization. The game’s focus on military logistics and historical accuracy may not appeal to fans of arcade-style combat.
- High price for early access (weight 0.51): The game is criticized for its price (R$ 60,00) given its pre-alpha state, limited content, and numerous bugs. Players feel the value does not justify the cost at this stage.
- Localization and accessibility gaps (weight 0.5): The game lacks Japanese localization and has an incomplete French translation with errors. Mechanics and UI may also be overwhelming for new players, creating a steep learning curve.
- Sound design and immersion (weight 0.08): Battle sound design is described as weak, contributing to an underwhelming combat experience. The lack of multiplayer and limited battle simulator further reduce replayability.
- Messenger system hinders flow (weight 0.02): The messenger system is criticized for making gameplay less intuitive, disrupting the natural flow of battle management and strategy execution.

Gameplay feedback:
- Real-time warfare with delayed orders (weight 0.97): The game emphasizes real-time strategy with a unique courier-based command system, where orders take time to reach units, adding realism and requiring strategic foresight. This mechanic is frequently highlighted as a core feature, distinguishing it from traditional RTS or turn-based games.
- Flanking and formation mechanics (weight 0.87): Flanking maneuvers and formation advantages (e.g., testudo, shield walls) play a critical role in combat, with units responding dynamically to terrain and enemy positioning. These mechanics are frequently cited as key to the game's tactical depth.
- Morale and cohesion-based combat (weight 0.87): Combat resolution relies on unit morale and cohesion rather than direct damage, with units automatically retreating or disengaging based on battlefield conditions. This system is praised for its historical realism and tactical depth, often compared to tabletop wargaming.
- Historical authenticity in units (weight 0.86): The game features historically accurate unit compositions, faction variety (100+ factions), and fixed army rosters for battles like the 1st Punic War. This focus on authenticity is a major draw for fans of historical wargames.
- Autonomous unit behavior (weight 0.85): Units act with partial autonomy, such as archers retreating behind infantry or skirmishers chasing enemies, which adds realism but can frustrate players expecting direct control. This feature is central to the game's tactical complexity and historical simulation.
- Inspired by Field of Glory 2 (weight 0.82): The game draws heavily from *Field of Glory 2*'s turn-based mechanics but adapts them into a real-time system, appealing to players familiar with that series. This comparison is frequently noted in reviews.
- Limited customization in battles (weight 0.11): While the game offers pre-built armies and historical battles, customization options for units and battles are restricted, particularly in modes like Battle Simulator. This limitation is a common critique among players seeking sandbox flexibility.
- Tutorial recommended for newcomers (weight 0.03): Due to the game's complexity and unique mechanics (e.g., courier system, morale), a tutorial is strongly recommended for new players to grasp its strategic depth. This is often mentioned as a barrier to entry.
- Scenario editor limitations (weight 0.02): The scenario editor is noted for its restrictions, which may limit creative freedom for players interested in designing custom battles or campaigns. This is a niche but relevant critique.

Performance notes:
- Performance issues in early access (weight 0.09): Players report poor performance but acknowledge it is expected to improve with future updates. Gameplay remains smooth without crashes, and optimization is considered fair for early access.
- Unit behavior bugs (weight 0.03): Several bugs affect unit behavior, including issues with routing and abnormal walking speeds, which impact tactical gameplay.
- Long loading times for battles (weight 0.03): Players experience extended loading times, particularly during large battles, which disrupts immersion and gameplay flow.
- 2x battle speed broken (weight 0.03): The 2x speed feature in battles is not functioning, limiting players' ability to control the pace of combat.

Recommendations:
- Target audience for historical wargames (weight 0.26): The game is highly recommended for fans of realistic battle simulations, tactical planning, and historical strategy games, particularly those who enjoy titles like Total War or Field of Glory II. It is not suited for players seeking arcade-style combat or empire management.
- Mixed value perception due to Early Access (weight 0.09): While some players feel the game is worth its current price or a sale purchase, others caution against buying it now due to balance issues. Many see it as an investment in the game’s future potential.
- UI and campaign map improvements needed (weight 0.07): Players frequently request modernization of the UI and enhancements to the campaign map for better usability and immersion. These improvements are seen as critical for long-term enjoyment.
- Enhance combat customization options (weight 0.07): Feedback suggests adding dynamic music, adjustable combat speeds (2× or 3×), and options for map selection and weather effects to improve engagement and replayability.
- Improve scenario editor customization (weight 0.06): Players want better tools for customizing scenarios in the editor, allowing for more creative and personalized gameplay experiences.
- Demand for modding and workshop support (weight 0.03): Players strongly advocate for Steam Workshop integration and modding support to extend the game’s longevity and customization options.
- Expand unit formations (weight 0.03): Adding more unit formations is a common request to enhance tactical depth and historical accuracy in battles.

Other player notes:
- Early Access expectations (weight 0.05): Players acknowledge the game is in Early Access and anticipate improvements over time. This reflects an understanding of the development stage but also highlights areas needing refinement.
- Inspired by tabletop games (weight 0.03): The game draws comparisons to tabletop strategy games like *Field of Glory*, suggesting its mechanics or style resonate with fans of that genre. This may attract players seeking a digital adaptation.

Emotions:
- Satisfaction (weight 0.18): Players express satisfaction with the game's historical authenticity, tactical depth, and immersive gameplay mechanics, including the courier system and faction variety. The smooth gameplay, improved pacing, and overall positive experience with UI, sound, and real-time combat further contribute to this emotion.
- Excitement (weight 0.15): Excitement stems from the game's strategic depth, realistic melee combat, and unique mechanics like the courier system, which enhance immersion. Players also anticipate future expansions, historically accurate battles, and the potential for the game to evolve into a niche experience distinct from competitors like *Total War*.
- Frustration (weight 0.14): Frustration arises from issues with unit control, such as troops acting autonomously or not following commands, as well as sound design and AI limitations. Players also criticize the confusing UI, incomplete translations, lack of multiplayer, and the game's slow-paced nature, which clashes with expectations for arcade-style or customizable gameplay.
- Disappointment (weight 0.12): Disappointment is caused by the game's lack of polish, unappealing visuals, and underwhelming combat mechanics, which fail to meet expectations set by hype or comparisons to *Total War*. Players also express dissatisfaction with the limited unit selection, lack of sandbox customization, and the absence of dynamic campaign features.
- Enthusiasm (weight 0.11): Enthusiasm is driven by the game's unique mechanics, such as the courier system and troop autonomy, which offer a fresh and realistic approach to strategy gaming. Players appreciate the tactical depth, historical immersion, and the developer's commitment to supporting and refining the game.
- Anticipation (weight 0.07): Players anticipate future content additions, such as multiplayer, campaign modes, and modding support, which are expected to enhance the game's depth and replayability. The promise of more features and improvements fuels this emotion.
- Hope (weight 0.05): Hope is tied to the potential for future updates to address current shortcomings, such as UI improvements, music enhancements, and overall game polish. Players believe the game's Early Access state leaves room for meaningful evolution.
- Enjoyment (weight 0.03): Enjoyment comes from the game's fun and engaging core mechanics, as well as its satisfying aesthetics. Players find the gameplay loop and visual style appealing, contributing to a positive experience.
- Appreciation (weight 0.03): Players appreciate the realism and depth of the command and control mechanics, as well as the effort put into developing the game. The attention to detail in troop behavior and historical accuracy is particularly praised.
- Concern (weight 0.01): Concerns are raised about the game's current performance issues, which may impact gameplay fluidity and overall experience. Players worry about optimization and stability in its Early Access state.
- Optimism (weight 0.01): Optimism is rooted in the game's Early Access status, with players believing that future updates will address existing issues and improve the overall experience. The potential for growth and refinement is a key factor.
- Approval (weight 0.01): Players approve of the game's innovative mechanics, which depart from the formula of competitors like *Total War*. The unique approach to strategy and command dynamics is seen as a refreshing change.
- Curiosity (weight 0.01): Curiosity is sparked by the game's unique command chain mechanics, which differentiate it from other strategy games. Players are intrigued by how these mechanics influence gameplay and strategy.
- Interest (weight 0.01): Interest is driven by the game's unique mechanics and immersive gameplay experience, which offer a fresh take on the strategy genre. Players are drawn to its historical setting and tactical depth.}