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Enemy Within is completely standalone though and features a full storyline, maps, characters, and weapons for iOS and Android users to enjoy. The difference is that you’re battling with baroque, city-sized starships crewed by millions of lunatics. That’s not to say there’s anything basic about the game itself, but there are no unexpected twists.


Game strategi offline pc. The 50 best strategy games to play on PC in 2022


One of the hurdles strategy games often face is finding the challenge and fun in tasks and themes that don’t immediately seem attractive or entertaining. War games and theme park management have certain, obvious appeals, but when taxation and logistics seem to be the order of the day, a game can quickly look a lot like a job. Imperialism 2 is one such game.

Although its scope is impressive and the idea of ruling a country and building an empire is potentially exciting, SSI’s game focuses on labour and resource management, and is mainly about solving problems of supply and economics. That it succeeds in making these elements of rule both engaging and relatively accessible is down to the strength of the design.

By concentrating on logistics, Imperialism and its sequel become games about the big picture that the smaller details are part of, rather than lists of numbers and complicated spreadsheets. Micromanagement is out and important nation-wide decisions are well and truly in. Some might call Slipways a 4X-lite. We prefer the term ‘grand-strategy-themed puzzle game’. For starters, it’s a lot more immediate and moreish than other go forth and conquer space operas, as here you’re tasked with creating a prosperous network of interlinking planets, keeping resources flowing to make sure everyone’s got the thing they need to thrive.

The catch? The titular slipways can’t overlap, so you’ll need to be thinking a few steps ahead with every expansion. Trust us, keeping everyone happy – Slipways’ version of civic and public order – is no small task. If planets start getting antsy, then you run the risk of getting booted out of office, presumably into the cold coffin of space, ending your run.

But here’s the thing, most runs last a couple of hours tops – 45 minutes if you’re good – making it much easier to dip your toe into if you’re too time-starved for yet another pop at Stellaris or Crusader Kings 3. From archfiends to gods. Wannabe gods. Dominions IV, like Solium Infernum, can be off-putting at first. It has a complicated rule-set that takes a few playthroughs or a determined study of the monstrous manual to understand, and even when a session begins, following the flow of action can be difficult.

That’s despite the game being separated into tidy turns, with distinct sets of instructions to put into action. There are cities to build, victory points to secure and armies to move around the randomly generated maps.

That tricksy rule-set, along with a combination of graphics that are functional at best and a demanding interface, can make the basics hard to grasp. Or perhaps it’s that there are no basics. Break through the hard crust, however, and there are rich veins to tap into. The clash of deities isn’t a re-skin of monarchs or emperors at war – there are disciples to nurture, totems to worship and all manner of nations that can be subject to the whims of the possibly-tentacled pretenders.

Endless Legend is unspeakably beautiful. Every part of it was made with care and thought, and a commitment to making an often formulaic sub-genre interesting and strange and enticing. Each world asks to be revealed, each faction stokes curiosity. There are the bizarre cultists and their sole, massive city, who fanatically raze anything they conquer after they’ve learned what they can from it.

There’s the dour Broken Lords who are haunted suits of armour, unable to use food but able to reproduce with ‘dust’, the game’s mysterious magical currency, which itself is key to why one of our favourite factions, the Roving Clans, are so interesting. They’re nomads obsessed with collecting dust to unlock its true power. They’re totally unable to declare war, but they get a cut of every market trade and can hire the best mercenaries. In addition to the expansion and conquest, there are story arcs to follow by sending armies to the right places, which themselves can drive conflict or political wrangling.

From the faction-specific units on the turn-based tactical battles to the esoteric faction rules that even, god help us, invite roleplaying, everything about Endless Legend aims to take strategy games somewhere new and better. From some of the team behind the dungeon crawling Legend of Grimrock games, this turn-based tactics game offers just the right balance between Into The Breach-style solution-finding, and improvisational disaster mitigation along the lines of XCOM.

Using a small party of three and later four characters, upgraded between battles in classic RPG style, players must navigate thirty-five extremely well-designed missions, completing core objectives to progress and nailing secondary objectives to gain extra upgrade resources. With no enforced single sequence to mission order, and with replaying missions to complete secondary objectives being encouraged, it’s very rare to feel stuck, despite some pretty challenging situations.

The whole package is wrapped in a lush and surprisingly cheery fantasy dressing, with dialogue that’s more endearing than it needs to be, and a merry sense of adventure. It’s not the longest game by any means, but the handcrafted nature of each mission, as well as the impressive variety of enemies, puzzles and objectives encountered, mean that things never start to feel stale.

Although it’s not often regarded as part of the pantheon of strategy games, Rise Of Nations is the closest thing to a real-time take on Civilization that we’ve seen. Spanning the history of warfare from catapults and caravels to submarines and stealth bombers, it’s a game of territorial control and long-term decision-making that could be mistaken for a simplified war game.

Incorporating resource management, attrition, formations and tactical use of terrain, it’s a complex and rewarding game that sold exceptionally well at release but doesn’t seem to have fuelled discussion in the way that many of its contemporaries do.

As the last original game designed by Civ II creator Brian Reynolds, it stands as a suitable book-end to his career so far, but hopefully not an endpoint. Following on from the adaption of the Total War formula to the Warhammer fantasy setting, ‘s Battlefleet Gothic: Armada 2 proved yet again that not all Games Workshop licences gravitate towards dangerous mediocrity. It pushes a lot of the same buttons as Total War. You build up persistent multi-unit forces on a campaign layer, then position them on a tactical map and shove them into the enemy in a long, grinding bout of micromanaged carnage.

The difference is that you’re battling with baroque, city-sized starships crewed by millions of lunatics. Of course, it’s nothing like what actual space combat would resemble, being played on a 2D field – it’s more like WWI-era battleship combat, embiggened to fit the maximalist aesthetic of Warhammer 40K.

Even so, it’s got that level of internal consistency that suspends all disbelief. If anything, the strategic game is a little light, but not so much that it feels stripped down, and there’s an impressive level of narrative customisation for each of its three playable factions – the obvious humans, the Very Very Hungry Caterpillars a. However and whatever you choose to play, you’re guaranteed one hell of a light show.

Galactic Civilizations 2 succeeds by sticking to the basics. That’s not to say there’s anything basic about the game itself, but there are no unexpected twists. You take control of a space-faring race and you conquer the galaxy, just as the 4X gods intended. Stardock’s game succeeds by implementing all of the expected features – diplomacy, economics, planetary management, warfare – in an enjoyably solid fashion. The AI is notable, both for the challenge it offers and the way that it operates.

Although it does receive boosts at the highest difficulty levels, there’s also a credible attempt to simulate counter-strategies tailored to the player’s actions. The Endless Universe release, or Ultimate Edition, is also bundled with the two expansions, one of which adds the ability to destroy solar systems.

The strategic portion of the game manages to instil resource gathering and experience grinding with the excitement of exploration and questing, while the tactical battles rarely become rote despite the limitations of an 11×15 hex map. It’s a wonderful example of several simple concepts executed well and locked together in a whole far greater than the sum of its parts.

A huge part of the game’s success lies in its approach to progression. As is often the case in strategy and RPG games alike, the goal in each scenario is to uncover a map and make all of the numbers go as high as possible.

Build lots of units, level up heroes and gather gold until there’s no space left in your coffers. New World Computing ensure that there’s always something interesting behind the fog of war, however, and that every step toward victory feels like a tiny fantastic subplot in its own right. Just look at the towns for proof – every building and upgrade feels like an achievement, and part of a beautiful, fantastic tapestry.

If you had to describe Neptune’s Pride in a few words, it’d sound like almost any other game of galactic conquest. Planets and ships can be upgraded, and, as ever, you’ll be trying to gather as much science, industry and money as possible. The twist in this particular tale is the speed of the game – or, perhaps, the distances involved.

Sending a fleet to explore, invade or intercept takes hours. There’s no way to speed up the passage of time so what to do while waiting? Neptune’s Pride is not one of those freemium games that allow you to buy gems why is it always gems? Instead, most of the game takes place in the gaps between orders, as alliances are forged, promises are made and backs are stabbed.

Due to the long-form nature of a campaign, Neptune’s Pride will live with you, needling at the back of your mind, and you’ll find yourself switching strategies in the anxious early hours of the morning, betraying friends and playing into the hands of your enemies.

Most XCOM-alikes end up disappointing, but Warhammer 40, Mechanicus managed to achieve a decent enough treatment of XCOM’s turn-based combat sub-genre, while adding enough creative idiosyncrasies to make it thoroughly charming in its own right. You play as a faction of deranged cyborg techno-monks, plundering the depths of an alien tomb in search of ancient technologies, enlightenment, or sometimes just additional fuel for your knackered starship.

Needless to say, the tomb is the resting place of countless miserable metal skeletons yep, it’s those necrons again , who want to chase you out with a rolled-up newspaper made from searing green radiation. This is an adventure that captures that ‘one more mission’ addictiveness, and it’s superbly written, too. The various bickering cyber-clerics behind your expedition are genuinely memorable characters, and you find yourself gripped – and occasionally even laughing – as their story unfolds in between missions.

The game’s also dripping with atmosphere, with moody battlefields, light choose-your-own-adventure elements in between fights, and a grimy industrial soundtrack that sounds like what a bunch of Gregorian monks might create if given access to an abandoned factory, a synth setup, and more than a little ketamin.

On the face of things, BattleTech might look like XCOM with giant robots, but those big metal suits aren’t just there for show – they’re what makes BattleTech so distinctive. A big ol’ mech doesn’t much care when it loses an arm, for instance – it just keeps on fighting. Working out how to down these walking tanks both a permanently and b in a way that preserves enough of it to take home and use as parts to build a new one yourself is the key strategy here. BattleTech is sometimes too slow for its own good though mods and a patch address this , but stick with it and it becomes an incredibly satisfying game of interplanetary iron warfare and robo-collection.

Men of War is a real-time tactics game that simulates every aspect of the battlefield, from the components of each vehicle to the individual hats on your soldiers’ heads. The hats are not a gimmick. Best Way have built a full scale real-time tactical game that simulates its world down to the smallest details.

If you’ve ever played an RPG and scowled when a giant rat’s inventory reveals that it had a pair of leather trousers and a two-handed sword secured beneath its tail, Men Of War will be enormously pleasing. Ammunition, weaponry and clothing are all persistent objects in the world – if you need an extra clip for your gun, you’ll have to find it in the world rather than waiting for a random loot drop. If you need backup, or replacements for fallen men of war , you’ll be able to find them in friendly squads who exist as actual entities on the map rather than as abstract numbers in a sidebar.

The credibility of the world isn’t window-dressing. All of that simulation serves a greater purpose, allowing for desperate vehicle captures, as a seemingly doomed squad realises that they might be able to commandeer the Panzer they took out moments ago, patch it up and continue to fight the good fight. For five seconds at a time, Frozen Synapse allows you to feel like a tactical genius. You provide orders for your team of soldiers and then watch as enemies waltz right into your line of fire, or find themselves caught between a rock and a hard place, right on the killing floor.

The next five seconds might flip everything around though, leaving you feeling like a dolt. The beauty of Mode 7’s clean and colourful game is that it plays on confidence and intuition rather than detailed analysis. Each 1v1 round of battle takes place on a randomised map, both participants draw up their orders and then execute simultaneously. Maybe you’ll have to take on the aggressive role, knowing that this particular enemy commander prefers to set up an ambush and wait. In a few short minutes, you’ll perform flanking manoeuvres, lay down covering fire, attempt to breach and clear a room, and watch in horror as everything goes wrong again.

But when a plan comes together? You’re a genius again, for at least five seconds more. Imperator’s launch was met with a seriously mixed reaction from devotees of Paradox Development Studio’s grand strategy games, but we personally felt it stood toe to toe with the strongest of its stablemates. With its window of play opening in BC, the game follows the formula set by ‘s Europa Universalis: you’re presented with a map of the world, on which you can examine every discrete political entity that existed at the time, before choosing one to pilot onwards through time.

It’s a great moment in history to choose, with Rome poised between early collapse and expansion into a continent-eating juggernaut, Carthage lurking in the wings, and everything to play for in the chaotic fallout of Alexander’s empire. Rome itself is a beautiful headache to play, with internal politics and infrastructure growing harder and harder to manage as the legions seize more territory: it’s a game that’s less about building an empire, and more about holding it together.

For those who weren’t happy with Imperator at launch, it’s already undergone several transformative and free patches to address player criticism, and the reaction from fans seems to be encouraging.

If you’ve not dipped into it so far, now’s a good time. It’s incredible to think that nobody has taken Jagged Alliance 2 on face to face and come out on top. There are other games with a strategic layer and turn-based tactical combat, sure, and there are plenty of games that treat mercenaries, guns and ammo in an almost fetishistic fashion – but is Jagged Alliance 2 still the best of its kind?

Doubts creep in every once in a while and, inevitably, that leads to a swift re-installation and several days lost in the war for Arulco. Jagged Alliance 2 is still in a class of its own and despite the years spent in its company, it’s hard to articulate the reasons why it has endured.

The satisfaction of gaining territory in the slow creep across the map is one reason, and the tension of the tactical combat is another. Even the inventory management feels just right, making every squad the equivalent of an RPG’s party of adventurers.

But it’s the character of the squad members that seals the deal. Each has enough personality to hang a hundred stories on – remember the time Fox bandaged Grunty’s wounds in the thick of a firefight a turn before he bled out, or the time Sparky made an uncharacteristically good shot and saved an entire squad’s bacon?

If you don’t, go play Jagged Alliance 2 and make some memories. It’s glorious. To EA’s enormous credit, the Remastered Collection does those old games proud, rendering ridiculous FMV in modern resolutions, turning pixelated sprite art crisp, applying UI improvements from later games back to the original, as well as rebuilding the multiplayer, adding a map editor, and more. It’s a great package – and heck, worth it for the remastered music alone. Gears Tactics is, as its name might suggest, a turn-based tactics game set in the beefy, growly world of Gears Of War.

An odd combination, you might think, but this is a game whose veins run deep with the same kind of deep, tactical prowess as your X-COMs and, err Against all the odds, it really does turn out that, even in the preposterously hench world of Gears, the mind really is the strongest muscle.

Its campaign is a smoothly designed, relentlessly paced squad ’em up that eschews everything in its genre territory except for the actual tactical battling, and it does that exceedingly well indeed. Its mechanics are built to emulate the aggressive, horde-mowing-down playstyle of its brick-chinned FPS dad, and you’d be amazed how well that translates to a completely different genre.

The only notable omission is the lack of any strategic or management meta-game once each battle is over. Instead, it’s back to the battlefield with your newly looted gear and skills you’ve gained from levelling up. That may not be everyone’s cup of protein tea, but if you’ve always tended to enjoy the fights of XCOM rather than spending time hanging around your base, this is the tactics game for you.

The latest in Ubisoft’s series of semi-historical colony managers, Anno covers the transition from the age of sail and small-scale farming to the era of thundering engines, electricity and hellish abattoirs we all know and love. As well as offering competitive real-time city-building against both AI and human opponents, Anno also has an extra layer of built-in maritime RTS where you direct a small fleet of ships to trade, explore, carry out reward-based missions, fight pirates, or assault your competitors.

It can get hectic at times, with at least two separate maps new and old world in play at any one time, but it means you’re never, ever short of something to do.

Anno is also thoroughly gorgeous, with coastlines and jungles that thrum with exploitable beauty, and complex, varied building animations that make it genuinely worth it to zoom in on your streets and see what’s going on. The Banner Saga is an epic turn-based strategy series whose story spans across three separate games. While The Banner Saga 2 is arguably the best one in the trilogy, introducing more enemy types and classes to keep things interesting, this is very much the second act of the game’s wider narrative, so it’s definitely worth playing right from the start.

The pseudo-rotoscope, Norse-themed art is glorious, but what gives The Banner Saga as a whole its staying power is that it’s a sort of rolling mood more than anything else. A disaster-strewn trek across a dying land, multiple, oft-changing perspectives, awful decisions with terrible consequences made at every turn, more a tale of a place than of the individual characters within it.

The feel of Banner Saga is what’s most memorable, elevating choose-your-own-adventure tropes into real atmosphere. There’s a reasonably robust turn-based combat system in there too, in which you regularly get to field armies of horned giants. A few punches are pulled, perhaps, but The Banner Saga has far more substance than might have been expected from a game which seems so very art-led. They Are Billions takes real-time strategy, tower defence and zombie survival, and combines it all into a single punishing, rewarding, delicious experience.

It’s one of the rare games that succeeds in its Frankenstein-esque genre splicing, and Numantian Games have only made it bigger and more beautiful since coming out of early access. The year is , and after one of those classic zombie apocalypses that ravage the earth, the remnants of this steampunk-infused world now live inside a huge walled city to keep out the undead nasties. But no more! In They Are Billions’ sprawling campaign, you must colonise new outposts in the world around you, building new communities from scratch while protecting them from the hungry hordes.

The special thing about They Are Billions, though, is the way it keeps you scared and on your toes even during moments of relative peace. The way it leaves you to slowly explore outwards from the centre of the map and see just how many thousands of zombies are waiting for you, just beyond the borders of your city.

The way it generates such fantastic, characterful anecdotes of Achillean heroism and Sisyphean despair. It all adds up to a delectable experience that keeps you coming back even after it defeats you time and time again and, more importantly, even after you finally complete it, too. Six Ages works as a strategy game because it’s about influencing people, not just accumulating resources. Cattle and horses and food are vital, sure, but they’re not everything, and you need to gauge many things that can’t be counted.

How the Grey Wings feel about you isn’t presented as a number or bar, but what your traders and diplomats have to say. You’re leading a village in a dangerous land of magic, religious conflict, and looming environmental crisis. Yes, it has bags of personality as your advisors snark and ramble and complain, and you explore the alien values of this colourful, yet malleable culture, but there are hard strategic decisions to make every year, even if the decision is to stay the course.

Success is about making good decisions in its many events, but also directing your clan’s long term efforts behind the scenes. Where do you explore and when? Will your precious magic supplement your crafter this year, or is it time to risk a ride to the gods’ realm to secure a special blessing?

And those decisions can never be fully divorced from the wider situation. The ideal solution might be obvious but unaffordable, or contradict another plan you have going. Measuring all these political, economic, military, religious, and sometimes personal factors up against your long-term plans is a storytelling delight and a cerebral challenge all at once.

Creative Assembly’s historical Total War games have been going from strength to strength in recent years, and ‘s Three Kingdoms is arguably the best one yet. Set during China’s titular Three Kingdoms period in the second and third century and based on the fourteenth century novel Romance Of The Three Kingdoms, this is the most dramatic and personal Total War game yet, making for some thrilling, real-time combat and some truly incredible stories. For the most part, it’s classic Total War.

A large part of your time will be spent building towns, recruiting soldiers and moving your armies across a map of China as you try and unite your shattered land, but what sets Three Kingdoms apart is its intense focus on your individual clanspeople, giving each campaign a very human and emotional core from which to build your strategy from. Never before have we felt so invested in our Total War soldiers, and victory has never tasted sweeter or defeat more gut-wrenching as a result.

Sure, it ends up leaning more toward the ‘romance’ side of history than the cold, hard factual take we’re used to seeing from a Total War game, but for us, it’s all the better for it. If you’re new to the series, Three Kingdoms is also the best place to start by a country mile, as both the campaign and its combat are easier to understand than ever before.

It’s a rare thing to find a game that slots neatly into a genre but doesn’t seem to follow many – if any – of the established rules of that genre. Offworld Trading Company is one such game. It’s about offworld colonies, except you’re not worrying about keeping your population happy and healthy.

It’s about making big profits, but money is a fluid thing rather than the central resource. It doesn’t contain direct combat, but it’s one of the most ruthless and competitive games you’re ever likely to play. Everything, even hesitation, creates change, and because the foundation of the entire game is in flux – the numbers that drive everything visible and entirely predictable – it creates a space where you become proactive and reactive simultaneously.

It’s impossible to act without influencing the status and decision-making of your competitors, and by the time the impact of one change has been felt, another handful have already happened. By allowing the player to hand over the reigns of responsibility, Distant Worlds makes everything possible.

It’s space strategy on a grand scale that mimics the realities of rule better than almost any other game in existence. And it does that through the simple act of delegation.

Rather than insisting that you handle the build queues, ship designs and military actions throughout your potentially vast domain, Distant Worlds allows you to automate any part of the process. If you’d like to sit back and watch, you can automate everything, from individual scout ships to colonisation and tourism. If you’re military-minded, let the computer handle the economy and pop on your admiral’s stripes.

As well as allowing the game to operate on an absurd scale without demanding too much from the player in the way of micromanagement, Distant Worlds’ automation also peels back the layers to reveal the working of the machine. It’s a space game with an enormous amount of possibilities and by allowing you to play with the cogs, it manages to convince that all of those possibilities work out just as they should.

The Europa series feels like the tent-pole at the centre of Paradox’s grand strategy catalogue. Covering the period from to , it allows players to control almost any nation in the world, and then leaves them to create history. A huge amount of the appeal stems from the freedom – EU IV is a strategic sandbox, in which experimenting with alternate histories is just as if not more entertaining than attempting to pursue any kind of victory.

Not that there is such a thing as a hardcoded victory. Providing the player with freedom is just one part of the Paradox philosophy though. EU IV is also concerned with delivering a believable world, whether that’s in terms of historical factors or convincing mechanics. With a host of excellent expansions and an enormous base game as its foundation, this IS one of the most credible and fascinating worlds in gaming. A duck and a boar walk into a bar Of course, walking in anywhere is ill-advised in Mutant Year Zero, a game that hinges on you sneaking through large playpens to choose your angle of attack or pick off stragglers to thin the horde before noisy turn-based tactics commence.

What could easily devolve into sterile optimization is spiced up with quirky mutation abilities – mind control, butterfly wings, weaponised gardening – and a pool of heroes you’ll switch between to meet the varied challenges of bandits, robots and mutants.

It’s also a rare game to achieve a lot of storytelling with little interruption, as short, characterful banter establishes our warriors and fills in the gaps in the enjoyable lore – it’s our world, but set in a distant enough future that everyday junk has taken on mythic importance. It’s funny and light on its feet, and how many games in this list can claim that?

How many games in this list can claim that? Watching expert players at work is bewildering, as the clicks per minute rise and the whole game falls into strange and sometimes unreadable patterns. According to the StarCraft Wiki, a proficient player can perform approximately productive actions per minute. StarCraft II may be included here because it has perfected an art form that only a dedicated few can truly appreciate, but its campaigns contain a bold variety of missions, and bucket loads of enjoyably daft lore.

Though its dour single-player campaign is a big ol’ nope in terms of storytelling, most recent expansion Legacy of the Void has an Archon mode that even offers two-player coop, so you can share all of those actions per minute with a chum. For all the praise heaped on Total War: Shogun 2 and Three Kingdoms, there’s one thing they seriously lack. Technically, this game is more like an absolutely titanic piece of DLC for the original Total War: Warhammer than an actual sequel.

While it has its own set of factions and its own campaign map, its true glory is arguably in its Mortal Empires campaign, which mashes together the maps and faction sets for both games for a beautifully bloated experience. It would be worth the asking price for that alone. We contemplated replacing T’Warhammer II with the newer T’Warhammer III in this re-ranking, but as much as we love Creative Assembly’s latest monster epic, it’s still the middle sibling of this now trilogy that holds fast in our hearts – if nothing else, it has years and years’ worth of expansions and free updates to delve into on top of the main campaign.

Given the massive differences between factions skeletons, vampire pirates, Aztec lizards and cannibal goatmen are just the tip of the iceberg , the game arguably offers much greater replayability than any others in the series, too.

Game Dev Tycoon is an addictive management game that allows you to experience a tiny, tongue-in-cheek slice of the life of a game developer. Start out developing in your bedroom in the ’80s, growing and expanding your business empire, research, and staff on your journey from humble developer to greedy mega-publisher. Fallout Shelter is a wildly popular apocalypse simulation game, where you get to manage your very own nuclear bunker.

Grow your vault deep into the earth, along with your population, managing supplies and fending off raider attacks along the way.

Fallout Shelter is totally free, and totally addictive. Macos iso download for pc free. Halo: Spartan Strike is an underrated twin-stick shooter, playable with keyboard and mouse, controller, or touch. Experience Halo-style ‘training simulations’ complete with all the authentic weapons, enemies, and characters from Microsoft’s flagship shooter franchise.

Minecraft is among the best touch-enabled games on the Microsoft Store, comprising all of the features you can find on Xbox One or a full desktop PC. Adventure into zombie-filled chasms or construct the castle of your dreams; it’s all possible from the comfort of your sofa with Minecraft on Windows tablets. The classic match-three puzzle game Candy Crush Saga remains a great time-waster for anyone looking for a casual touch-based game for their Windows tablet.

Tap on the colored gems to match three or more of the same type, rack up big combos, and progress through dozens of levels in this endlessly addictive puzzler.


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You have courtiers, spouses, children and rivals to worry about, and with this exploration of the human side of empire-building also comes a bounty of events, plots and surprises. Fortunately, there’s now OpenXcom , which takes the game apart and puts it back together again with a new code base designed to run on modern computers. Read our editorial policy. At times, it’s almost more puzzle game than 4X, giving it a distinctly different flavour to Civilization. You can even keep things going for as long as you want, leading to a WW2 that continues into the ’50s or ’60s. There are other games with a strategic layer and turn-based tactical combat, sure, and there are plenty of games that treat mercenaries, guns and ammo in an almost fetishistic fashion – but is Jagged Alliance 2 still the best of its kind?

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