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Incline Strategos -real time tactics classical antiquity combat

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,724
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria

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Simulate Historical Battles​

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.



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Manage Complex Mechanics​

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.



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Command the Armies of Classical Antiquity​

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.



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Master Advanced Command and Control​

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.



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Select From a Huge Number of Units and Factions​

The game contains over 200 unique units and nearly 100 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.


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Customize Battles​

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. Current historical battles include Issos and Raphia, with more to come.

Factions:​

  • Abyssinian/Aksumite
  • Early (Persian Wars) and Later (Alexander) Achaemenid Empire
  • Aitolian
  • Antigonid
  • Alan
  • Apulian
  • Armenian (Tigranes and non-Tigranes)
  • Athenian
  • Atropatene (Early/Late)
  • Bithynian
  • Blemmye/Nobades
  • Bosporan
  • Campanian
  • Carthaginian (Early/Late)
  • Commagene
  • Caucasian
  • Dacian
  • Etruscan
  • Galatian
  • Gallic
  • Georgian
  • Germanic
  • Germanic (Later) Horse/Foot Tribes
  • Graeco-Bactrian
  • Graeco-Indian
  • Early Hoplite Greek (Later Hoplite Greek armies are distinguished by city state)
  • Hellenistic Greek
  • Hasmonean Jewish
  • Iapygian
  • 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, Early Successor, and Late Successor)
  • Massalian
  • Meroitic Kushite
  • Moorish
  • Nabataean
  • Numidian (Early/Late)
  • Paionian
  • Palmyran
  • Parthian
  • Pergamenid (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)
  • Syracusan
  • Tarantine
  • Theban
  • Thessalian
  • Thracian (Early, Gallic, Hellenized, and Roman Client)
  • Umbrian





https://store.steampowered.com/news/app/3064810/view/4464851737096749094
Progress Update
New Unit Visuals, Armies, Maps, Settings, Keybinds, Plugins, Tutorials
Hello! We've been hard at work since early October with a large number of Updates:


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For new units, most notably we've added a large number of Cataphract visuals and variations, including Parthian, Anatolian, Sassanid, Kushan, Early Roman, Hellenic and Early Hellenic Cataphracts, and some visually related Late Companions, Persian Guard Lancers, Kappadokian Cavalry, and Hippeis armored Greek cavalry from the Hellenic era. For the Apulian region Italians we've added Daunian Warriors and Iapygian Warriors. The Galatians now have their own Galatian Armored Cavalry, and there are a few variations of eastern spearmen in the game now, including Sassanid defensive spearmen with their characteristic large shields. Tarantine mercenary cavalry are now a distinct unit and visual from native Tarantine Cavalry, and the Romans now have dedicated Equites Sagittarii in the late period. The Ligurians have their own veteran warriors, and ancient Lydia was added with Lydian irregulars, Lydian Armored Hoplites, and Lydian Lancers, and so was Lycia/Caria with Lycian Warriors, and Armored Veteran Hoplite visuals were added to some of the older Greek lists. With new assets, we also updated many existing units with new helmets and weapons like Italian Cavalry, Steppe Lancers, Agema Cavalry, Auxiliary Infantry, Celtiberian Infantry, and more.


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For new factions, the game now features Atropatene (early/late), Georgian, Caucasian, Indo-Skythian, Indo-Parthian, Arab City, Dacian, Germanic Foot/Horse tribes, and a few other choice additions to fill out the Near Eastern areas especially with more lists.


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The AI has undergone various improvements to behavior and deployment. They are able to pick auto drop flanks better, move and maintain their line better, deploy and use horse archer armies more intelligently, and I've added more and better bespoke AI for Lancer lines, overwhelmingly light foot armies, medium foot armies, and bowmen deployments (including some bespoke deployments for bowmen armies that mix staggered lines of bowmen and infantry to protect their shooters, and for certain medium foot armies that will post up in terrain and draw you in with light troops/shooters). There are fixes to pursuit to charge, pursuing and evading with intervening routed units, moving and attacking coherently in formation, using more reserves, having multiple units coordinate against single targets, more intelligent evades based on matchup, pursuers pursuing other pursuers, and fixes to pathing around combats.


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We have a few new Desert style maps now, and are in the progress of integrating various Gaia terrain plugin features like GTS, which we're using for terrains and foliage etc...I've also updated the Unity version, and significantly updated the plugin versions for GPU instancing and Pathfinding/Navigation, so those features are more advanced and performant now. I've also greatly expanded the tutorial and added a second tutorial for advanced concepts.


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Couriers are now all cavalry in a light cavalry style appropriate to a faction, rather than just being drawn from soldiers in the General's unit, which is more appropriate and visually consistent, and generally looks better. For settings, FPS caps, VSync, many keybinds and other options have been added, and more and better UI support for different resolutions are now in. There have been many tooltip updates as well, including on hovering terrain, showing unit portraits and descriptions on unit selection, displaying allies and era information in the in-game menu, and many more small things. There are also many more allied faction selections and optional randomization of allies with randomization of factions.


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Localization has made much progress with localized unit names and descriptions, faction names and descriptions, menu items, and tooltips, and new font atlases for Cyrillic (right now we are localizing into Spanish, French, German, and Russian).

Thanks for reading, and we'll keep you updated with the latest as we make more progress!
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,323
Looking forward to it. It's probably already a bit more complex than TW, as I see couriers running on the battlefield a la Scourge of War series.

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.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,323
Are the couriers purposed to be used to convey the general's orders just like in Scourge of War? That would mean that not all units are controlable.
 

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