The Most Effective Strategy Games Ever Created: A Finalised Ranking Which Almost Drove Us Crazy
We knew that listing the most effective strategy games ever produced would ultimately result in another couple of weeks of broken friendships and a growing number of group chat blockages. Marcus immediately began arguing that real time games are less mentally taxing than turn based games whilst David said that any strategy game which did not include multiplayer could never be considered an all time great. Samuel would not cease defending Command & Conquer games that obviously do not deserve to be included in a top 10 list of all time; John continued to provide increasingly outlandish reasons as to why European releases mattered much more than U.S. releases; and Joe said he would leave the podcast unless we indicated that anything created after 1995 could be considered a classic.
The discussions became so heated that we were forced to agree to ground rules. No shouting allowed during video calls. No reference to your personal gaming level of expertise is acceptable as evidence. Do not bring up that time you lost your cool during a multi player session and rage quit. We agreed to rank only those games that fundamentally altered how strategy games operate that have inspired many generations of developers or that produced something technologically impossible at the time they were released.
Strategy games are what represent gaming at its most intellectual. These are not power fantasies about jumping from platform to platform nor are they about shooting aliens. Strategy games are about systems consequences and long range planning. The very best strategy games produce emergent stories that feature unpredictable cascading effects based on every player decision. They reward thoughtful decision making and punish impulsive errors. They also need to strike the perfect balance between ease of use and depth to allow new players to begin playing whilst providing expert players with the opportunity to develop extremely complicated mechanics that can be mastered in hundreds of hours.
These games on our list did not only succeed financially. They helped to establish their respective genres influenced many decades of subsequent game development and demonstrated that complex gameplay could attract massive numbers of gamers. Some of these games pioneered innovative technologies that became standard practices within the gaming industry. Other games refined previously used formulae to almost perfection. All of these games showcase strategy gaming at its highest point.
Quick Rankings
Warcraft II: Tides of Darkness – RTS game that made Blizzard legendary
Command & Conquer: Tiberian Sun – Divisive dark sci fi sequel
Civilisation IV – Turn based excellence after three attempts
Age of Empires II – Historical strategy that needs to be taught in school
Warcraft III: Reign of Chaos – Accidental creation of MOBAs
XCOM: UFO Defense – Alien tactics that punish every single error
Total Annihilation – Too ambitious for 1997 hardware
Advance Wars – Portable strategy that showed handhelds can be hardcore
Heroes of Might and Magic III – Perfect fantasy strategy
Jagged Alliance 2 – Mercenary tactics that preceded XCOM
10. Jagged Alliance 2 (1999)
| German Sales | 100,000+ units by October 1999 |
| Global Estimated Sales | 150,000 500,000 copies |
| Legacy Status | Gold Pack Re Release with Expansion |
Marcus put in a good fight for including Jagged Alliance 2 on the list and to be honest his argument about the tactical depth of turn based strategy games versus real time strategy games eventually won us over. Jagged Alliance 2 developed a mercenary management system that felt much more tactically challenging than most turn based strategy games.
What makes it unbeatable: The personality system where mercenaries act and react like real life soldiers with individual personalities grudges etc that directly impact battlefield performance. The interrupt system that dynamically changes turn based combat to feel more fluid than traditional turn based strategy games. The weapon customisation system that allows you to customise your equipment in meaningful ways years before other games attempted similar mechanics. The campaign structure that combines strategic control of a world map with seamless tactical combat.
Does it still hold up? The tactical combat still holds up and the interrupts and action points still create tension during firefights. The mercenary personalities still feel more authentic than most modern character systems. However the UI has aged poorly and looks clunky by today’s standards and the graphics look terrible even by mid late 1990s standards. The learning curve is still steep enough to deter new players.
Read Marcus’s analysis of why Jagged Alliance 2 perfected tactical combat before XCOM existed →
9. Heroes of Might and Magic III (1999)
| Sales in the United States | 185,553 units by September 2000 |
| Hero Franchise Sales | Heroes Franchise reached 1.5 Million Units Sold |
| Main Story Campaign | 56 Hours |
John would not let us remove Heroes III from the list and said we were all too focused on “Flashy Real Time Crap” to appreciate the turn based goodness. After replaying the game and realising that he was indeed correct about the addictive nature of its campaign and the strategic depth of the game we were forced to agree with him.
What makes it unbeatable: The adventure map exploration that made exploring the world map for new territory feel exciting rather than boring busywork. The creature recruitment system that forces players to make meaningful resource management decisions rather than simply optimising resources economically. The hero development mechanics that created real character growth without overcomplicating things. The asymmetric design of factions that made different racial factions play differently strategically.
Does it still hold up? The turn based exploration and combat still hold up and there is plenty of strategic depth to spend hundreds of hours with. The balance of the factions still works amazingly well and each racial faction offers advantages without any one racial faction having obvious supremacy. The UI held up slightly better than most 1999 games and still functions even if it does not look nice. However the graphics look ancient and the campaign structure can get monotonous with extended gameplay.
Read John’s impassioned defence of Heroes III as the perfect fantasy strategy →
8. Advance Wars (2001)
| Critical Acclaim | 92/100 Metascore |
| Battlefield Variety | 100+ Unique Battlefields |
| European Release | Delayed Due To 9/11 |
Marcus believed that Advance Wars demonstrated that portable systems can deliver serious strategy games and not just shallow puzzle games. None of the rest of us believed him until we saw firsthand how Advance Wars managed to create a perfect balance of accessibility and genuine tactical depth on handheld hardware.
What makes it unbeatable: The commanding officer system that adds personality and special abilities to commanders without adding additional complexity to basic mechanics. The unit balance that makes every type of unit useful under different circumstances rather than having an obvious hierarchy. The campaign structure that introduces new concepts in a gradual way but still provides challenges for more experienced players. The visual clarity that made reading complex battlefield data on the Game Boy Advance screen possible.
Does it still hold up? The tactical gameplay still holds up and the interactions between units still feel balanced and meaningful. The commander abilities still create strategic decisions that are interesting and not overwhelming to new players. The campaign still teaches advanced concepts through practical application. However the graphics look retro even for pixel art and the music gets old quickly during longer play sessions.
Read Marcus’s analysis of how Advance Wars showed that portable could be hardcore →
7. Total Annihilation (1997)
| Professional Critic Rating | 86/100 |
| Units Shipped Worldwide | 250,000 |
| User Review | 96/100 Steam Review |
Joe would not stop talking about how Total Annihilation was “Ahead of Its Time” until we actually played it again and realised that he was absolutely correct. Total Annihilation attempted technological feats that most developers would not attempt for nearly a decade later creating an RTS experience that felt truly futuristic.
What makes it unbeatable: The physics based projectile system where projectiles can miss be stopped by terrain or hit unintended targets rather than use abstract damage calculations. The 3D terrain that affects line of sight unit movement and tactical positioning in meaningful ways. The streaming music technology that produces dynamic soundtracks based on the player’s actions. The unit construction system that creates strategic resource management decisions instead of just purely economic optimisation decisions.
Does it still hold up? The physics engine creates combat that feels more realistic than most modern RTS games and the projectiles behave more like real world projectiles than statistical abstractions. The strategic depth still impresses and the terrain and unit positioning greatly impact the outcome of battles. However the UI feels ancient compared to modern standards and the graphics looked poor even though it was attempting revolutionary technical feats.
Read Joe’s technical deep dive into Total Annihilation’s pioneering game engine →
6. XCOM: UFO Defense (1994)
| DOS Sales | 600,000+ units on the PC platform |
| Percentage Of Total Sales In The US | 50% at full retail |
| Marketing Success | 400,000+ units sold with virtually no marketing |
John said that XCOM represented the greatest achievement in strategy gaming history because it combined global resource management with tactical combat in a way that none of the games since then have been able to equal. The rest of us said he was crazy until we played it again and realised how perfectly it balanced multiple gameplay systems without sacrificing any of them.
What makes it unbeatable: The research system that makes finding alien technology exciting rather than simply stat upgrading. The base building mechanics that create viable defensive strategies rather than simply economic optimisation. The permadeath system that makes every single soldier valuable without being excessively punitive. The terror mission structure that creates true tension through civilian casualties and time pressure.
Does it still hold up? The tactical combat still holds up and positioning and cover mechanics are still state of the art. The strategic layer still manages to balance multiple conflicting priorities without overwhelming the player. The tension and atmosphere during alien encounters still work well. However the UI takes time to navigate and the graphics look ancient even considering functional design.
Read John’s lengthy analysis of how XCOM designed a punishing but fair difficulty mechanism →
5. Warcraft III: Reign of Chaos (2002)
| Metacritic Score | 92/100 universal acclaim |
| Sales Milestone | 1 million copies within one month |
| Cultural Impact | World Editor enabled Defence of the Ancients mod |
David claimed that Warcraft III was not only one of the best real time strategy (RTS) games ever developed but was also the unintentional creator of the MOBA genre due to its World Editor modding tool. Whilst New Player Ready initially disputed David’s claim they eventually conceded that the mod community’s achievements and contributions could not be ignored.
Why it is so untouchable: Its Hero System allowed for individual units to have strategic importance rather than being treated as expendable or replaceable assets in large groups. The Upkeep Mechanics were able to prevent players from having armies of a thousand units or more whilst at the same time allowing players to think tactically and to consider their economy as secondary to their ability to win a battle. The World Editor allowed for complete customisation of game maps and modding tools that enabled total conversions and the creation of entirely new game types. The Campaign Structure provided a cohesive storyline and taught advanced multi player strategies.
Does it still hold up today? The hero based gameplay is still a relatively new concept in the RTS space and provides the player with many options for tactical depth without over complicating things. Each faction in the game is well balanced and provides a different strategic approach to the game. Modding tools still enable a very active community to create and publish content for the game. However the graphics are now outdated and the length of the single player campaigns may not meet the expectations of some players.
Read David’s account of how Warcraft III unintentionally revolutionised competitive gaming →
4. Age of Empires II (1999)
| Metacritic Score | 92/100 critical consensus |
| Launch Success | 2 million copies shipped by January 2000 |
| International Dominance | Topped charts in seven countries |
Marcus believed that Age of Empires II was the pinnacle of strategy gaming as a whole. He also believed that the game’s historical accuracy and educational value made it superior to all other strategy games. At first the rest of the team did not agree with him but once they played the game themselves they realised how well it balanced historical accuracy and entertainment.
Why it is so untouchable: The Technology Tree of Age of Empires II allowed players to progress historically through the ages in a way that felt organic and logical and each technological advancement unlocked logical advancements in the player’s civilisation. Civilisations in the game had bonus abilities that created strategic differences in gameplay without breaking the game’s balance. The campaign missions of Age of Empires II taught the player about real history whilst also giving them a fun and engaging game experience. The Resource Management System of the game rewarded players who planned ahead and were efficient with their resources but did not require them to become overly complicated strategists.
Does it still hold up today? The core gameplay of Age of Empires II is still enjoyable and addictive. The Technology Progression and Military Advancements of the game provide players with a sense of satisfaction throughout extended periods of time. The Civilisation Balance of the game still works extremely well with each civilisation providing different advantages to the player without one being clearly better than the others. The Historical Accuracy of the game still provides the player with an educational experience in addition to entertaining them. However the Graphics of the game are now outdated and the behaviour of the AI is sometimes predictable during longer periods of play.
Read Marcus’s argument for Age of Empires II being the perfect Educational Strategy Game →
3. Civilisation IV (2005)
| Metacritic Score | 94/100 universal acclaim |
| Commercial Success | 3 million copies sold by March 2008 |
| UK Recognition | ELSPA Silver Award for 100,000+ sales |
The collective agreement of New Player Ready was that Civilisation IV was the culmination of a decade long process to develop a formula for the series that would truly capture the essence of turn based empire building. They believed that Civilisation IV was not simply an evolutionary step forward but a fundamentally new take on what made the series work.
Why it is so untouchable: The Religion System of Civilisation IV gave players another layer of depth in terms of culture and diplomacy without adding to the overall complexity of the game. The Great Person Mechanics of the game made the historical figures in the game feel like they mattered in the game rather than just being statistical bonuses. The Cottage Improvement System of Civilisation IV encouraged players to plan ahead and think long term whilst still allowing them to maintain flexibility in their tactics. The Technology Trading Mechanics of Civilisation IV made diplomacy into a strategic element of the game rather than just something players used to flavour their interactions with other civilisations.
Does it still hold up today? The Core Gameplay Loop of Civilisation IV is still engaging. Players have meaningful decisions to make at every turn and there are no obvious “best” choices in the game. The Diplomatic AI of Civilisation IV is still capable of providing players with challenging opponents that feel somewhat realistic rather than completely scripted. The Modding Support of Civilisation IV is still enabling communities around the world to improve and convert the game. However the graphics of Civilisation IV are now primitive and the turn processing can feel tedious during late game scenarios.
Read New Player Ready’s review of how Civilisation IV was mechanically perfect →
2. Command & Conquer: Tiberian Sun (1999)
| Launch Scale | 1.5 million copies shipped at release |
| DACH Region | 400,000+ sales (Double Platinum status) |
| Expansion | Firestorm released March 2000 |
Samuel fought the hardest to include Tiberian Sun in this article. He said that he believed the rest of New Player Ready were too caught up in nostalgia for the original Command & Conquer to see how ambitious the sequel was. After heated debates lasting several weeks the rest of the team agreed that Tiberian Sun’s dark vision represented strategy gaming at its most atmospheric.
Why it is so untouchable: The Dynamic Terrain System of Tiberian Sun made the growth of Tiberium affect the battlefield itself rather than just being a source of resources. The Underground Unit Mechanics of the game added a new level of tactical depth to the gameplay without simply being cosmetic variations of existing units. The Weather Effects of Tiberian Sun affected the gameplay and not just the aesthetic of the game. The Atmospheric Soundtrack and Visual Design of Tiberian Sun created a sense of science fiction atmosphere that few games have managed since then.
Does it still hold up today? The core RTS gameplay of Tiberian Sun is still solid. The Unit Variety and Tactical Options available to the player are sophisticated yet do not overwhelm. The Campaign Structure of the game still provides a good progression of narrative and strategic challenges. The Atmospheric Presentation of the game still provides a good experience today despite its dated graphics technology. However the Interface of the game is clunky compared to modern standards and the Pathfinding AI often struggles with complex terrain features.
Read Samuel’s defence of Tiberian Sun’s dark vision and technical innovations →
1. Warcraft II: Tides of Darkness (1995)
| Metacritic Score | 95/100 universal acclaim |
| Commercial Triumph | 2+ million copies sold globally |
| US Dominance | 835,680 copies sold in 1996 alone |
David spent months arguing that Warcraft II should be ranked number one on the list not just for its own excellence but for helping to establish Blizzard Entertainment as the premier developer of strategy games prior to the release of StarCraft. The rest of the team was resistant to ranking games based on unintended consequences but when they replayed the game they found that it had done exactly that – it had created a type of gameplay that would later be known as the Multiplayer Online Battle Arena (MOBA) genre.
Why it is so untouchable: The Resource Management System of Warcraft II made Oil Platforms and Gold Mines feel like strategic locations in the game rather than just places to collect resources to build more buildings. The Unit Balance of Warcraft II made every unit useful in the right situation and not just something to build in bulk to gain an advantage. The Multi Player Design of Warcraft II rewarded players who could manage their units in real time as well as those who thought strategically about the game. The Campaign Structure of Warcraft II provided a cohesive storyline to follow and taught players advanced concepts of strategy.
Does it still hold up today? The core gameplay of Warcraft II is still enjoyable and the resource management and unit control systems still feel sophisticated but not overly complicated. The Faction Balance of the game still works exceptionally well and each side (Orcs vs Humans) provides different strategic approaches. The Multi Player Gameplay of Warcraft II still allows players to compete against one another and is still accessible to new players. However the graphics of Warcraft II are now old fashioned and the user interface is slower than players expect.
Read David’s passionate argument for Warcraft II as Blizzard’s Masterpiece →
Almost Made The List
The team debated for weeks about several games that almost made the final list. StarCraft nearly made the list solely for its impact on competitive gaming and esports development. However the team ultimately decided that its impact was more cultural than mechanical. The team praised Company of Heroes for its use of tactical infantry combat and its destructive environment but the World War II setting seemed tired compared to the more creative settings of the other games. Supreme Commander attempted to build upon the success of Total Annihilation with even larger scale battles but its performance requirements and user interface complexity kept it from achieving the same level of accessibility. Europa Universalis IV offered incredibly deep historical accuracy and diplomatic complexity but the learning curve for new players was too steep. Age of Mythology successfully merged historical strategy with fantasy elements but never reached the mechanical perfection of Age of Empires II. Command & Conquer: Red Alert had enough historical and strategic merit to have been considered but Tiberian Sun’s technical innovation won out in the end. Empire Earth attempted to encompass all of human history into a single game which produced impressive breadth but sacrificed focus. Crusader Kings III has unparalleled character driven medieval strategy but its release date precludes it from being considered a classic.
The team spent hours debating each of these choices. Samuel argued that Red Alert deserved to be higher than Tiberian Sun based on multiplayer balance alone. John argued that Europa Universalis represented strategy gaming’s greatest achievement despite accessibility issues. Marcus argued that Company of Heroes’ tactical innovations outweighed several of the games that did appear on the final list.
There are likely many strategy gamers who will disagree with the choices New Player Ready made and there is probably ample room for disagreement. The fact that the team debated for such a long time is evidence of how rich the strategy genre has become since its golden years and how many excellent games that expanded the possibilities of the genre were developed.
The team encourages readers to disagree with their rankings because it shows that the games still resonate with fans of the genre around the world.

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