Some Thoughts About Clash Royale

This is my second patron supported article! If you enjoyed it, please consider supporting me on Patreon. Thanks! https://www.patreon.com/waywardRTS I’ll admit, despite the popularity of mobile or web-based strategy games, I never thought I’d set out to write an article talking about one of them in a positive light. While I’ve played a pretty decent…

Wargame: Red Dragon Non-Review

NOTE – this article was originally published in June of 2014 on the website RTSGuru.com, a website which has since closed down. In an effort to preserve the writing it has been reposted, unaltered, here by Brandon “wayward strategist” Casteel – the original author and proprietor of this site. Wargame: Red Dragon is one of the best…

News: Grey Goo Gets Expansion, Price Reduction

January 2016 has been a huge month for RTS. We’ve seen the launch of Homeworld: Deserts of Kharak and an expansion to classic Age of Empires title Age of Mythology; we’ve seen Stardock’s Ashes of the Singularity enter beta in preparation for a launch later this year. And now, one of 2015’s most underrated RTS…

RTS Design Thought – Control of Economic Processes

I mentioned this briefly in a previous article and will open again with it here: having played my fair share of strategy and tactics games, I’ve come to this conclusion: if your game removes a facet of the core RTS experience (like base building) it must include additional mechanics/game systems of at least comparable complexity and depth…

Etherium Early Impressions

Going into 2015, the RTS playing field is pretty sparce. There’s StarCraft 2, of course, and Company of Heroes 2. Grey Goo, Offworld Trading Company, Homeworld Remastered, Wargame and Age of Empires 2 HD, and (at a stretch since this isn’t really an RTS) Total War Attila are the main players right now, off the…

Wayward’s Watchlist 2 – More RTSes I’m Keeping an Eye On

Earlier this year, I wrote an article I called “wayward’s watchlist” in which I outlined some 10 RTS and 4X games I was keeping tabs on during the upcoming year, along with my thoughts, concerns and who I thought might be interested in each game. Recently, thanks in part to the Game Developer’s Conference and…

Random thoughts on resource management in RTS

Strategy games, especially those in the Real Time Strategy genre, tend to follow a common formula. In each match, the players start with limited resources: typically, a single “command center” structure and a handful of scouting or economy-focused units, depending on the systems the game uses for resource gathering. From there, players will typically mine,…