What is the best PC strategy game? The genre was first invented way back in 1938 when Winston Churchill looked out an aeroplane window over France and thought, "Hey, this would make a really cool videogame, whatever that is."
Since then, there have been about a hundred million different strategy games, simulating about as many different kinds of fighting as we humans have had reasons to fight one another. From the all-encompassing broad strokes of the Civilization series to the individually rendered blades of the Total War games, and the unflinchingly realistic depictions of Europa Universalis, not to forget the far-flung fantasy tech of StarCraft – the genre is as diverse as they come.
World domination starts with knowing the latest about PC games, and where better to take your first step than the PCGamesN homepage?
But which are the absolute top strategy games on PC? Which are the best strategy games on Steam? Well, just drag a selection box over our bodies and right-click on the horizon, and we'll all be on our way to finding out.
Total War: Warhammer 2
With Total War: Warhammer, the iconic strategy series dipped an experimental toe into fantasy. The joyous fun of dragons and magic (not to mention a popular licence) made for mass appeal and record sales, but Creative Assembly didn’t forget how to make a good strategy game. The character of Warhammer’s factions was channelled into engaging campaign mechanics that varied for the first time, encouraging replayability, and unit rosters that enabled a better Lord of the Rings battle simulator than any other game out there
All of that is even more true in the sequel and sees CA go even bigger, making it one of the best strategy games in recent years. Again though, this ambition is tempered with craft: the new Vortex victory condition may seem like fantastical indulgence, but it serves the game by keeping the pressure up right to the end, when you would previously be cruising to an easy win. The factions are more characterful than ever, yet the vanilla-flavoured High Elves are a common sense presence amid all the bombast. So do not be fooled by the dragons and dinos - this is the best Total War has been by the old, analytical metrics, as well as the flashy new fun ones.
If Civ V was the most streamlined the series had ever been, Civ VI is the most celebratory - a 25th anniversary iteration that sheds the sterility of previous entries in favour of a stirring soundtrack and brave new (cartoonish) look. It finds Firaxis remembering that the power of a 4X game lies as much in its atmosphere as its systems.
It’s testament to the attentiveness of Sid Meier and his studio, however, that they haven’t neglected those systems either. Civilization VI has exhumed several of the best additions from its predecessor’s Community Balance Patch, while pushing onwards and upwards with some offbeat new ideas – builders that expire after three turns, for instance, and cities that spread across several tiles.
Isn’t that what Civ is all about? Pushing onwards and upwards, reaching for the stars? Firaxis will surely continue to do just that, building on these strong foundations with balance patches and expansions. And players will do the same as they conceive game-changing Civ IV mods. But even the game that exists now is a classic Civ. It’s not only a wonderfully colourful introductory experience, but also an intriguing twist on some of the series’ most deeply rooted mechanics that’ll keep veterans coming back for one more turn.
Want more? Here's our Civilization VI review.
Offworld Trading Company
Offworld Trading Company (OTC) is right at the other end of the strategy spectrum from Civilization IV, though both were designed by Soren Johnson. While Civ spans the history and some of the future of humanity, chronicling the progress of mankind, OTC is all about making a fortune by exploiting our little red neighbour, Mars.
It’s an RTS without micro-management, and in which victory isn’t achieved through throwing tanks at enemies or demolishing their bases. Instead, your weapons are resources and cash, which you’ll use to manipulate the marketplace not just to simply get rich, but to completely screw over your competitors. That’s if you’ve not made a temporary alliance with one of your rivals, of course – though you might end up closing deals with one hand while holding a dagger in the other.
You might not expect an economic strategy game to be very aggressive, but OTC encourages you to be just as hostile as a warmonger. When you’re eyeing up the menus and planning what to build next, what to sell, if it’s time to start a hostile takeover of another company, it’s easily as thrilling as when you’re sending infantry across artillery-pummelled fields or launching sneak air attacks against an enemy stronghold in Company of Heroes or StarCraft II.
And remember Baba Yetu? Probably the greatest piece of music composed for a videogame? Well its composer, Christopher Tin, created the soundtrack for OTC. And yes, it’s really good.
Stellaris, Paradox’s 4X grand strategy hybrid, makes space surprising again thanks to event chains that are, at first, evocative of Crusader Kings II, but end up going much further. Expect mutant uprisings, robotic rebellions, and the discovery of alien texts that make your citizens question their place in the galaxy.
It’s not just a 4X game; it’s a galactic roleplaying game and empire sim, bestowing a vast array of options upon players, allowing them to create unique, eccentric space-faring species. You can play as a fundamentalist society built on the backs of slaves, or hyper-intelligent lizards that rely on robots whether they are fighting or farming. The robust species creator and multitude of meaningful decisions mean that you can create almost any aliens you can imagine.
And underpinning all of that is the game’s focus on exploration. While most space 4X games stick with one method of interstellar travel, Stellaris gives you three to choose from, each with their own strengths and counters. In one game, the galaxy might be a network of hyperlanes, but in the next, you might find yourself building wormhole stations and blinking across the galaxy.
Stellaris multiplayer isn’t to be overlooked either, transforming decent human beings into Machiavellian alien tyrants at the drop of a hat.
Want more? Here's our Stellaris review.
Ashes of the Singularity
Ashes of the Singularity wears its Supreme Commander (seen elsewhere on this list) and Total Annihilation influences on its sleeve. It comes complete with a camera view that can zoom all the way out – to the point where you’re ordering micro machines around a grid – before zipping all way in, so that you’re so close to the action you can almost feel the grinding of a Hades aircraft’s gears. The UI is missing a strategic zoom, but hitting space brings up a strategic map overview, which does the same job and doesn’t take too much getting used to.
Ashes also operates a familiar streaming economy to Supreme Commander, whereby you build extractors to obtain resources from the land. But it strays from that game’s escalating tier system, instead at times echoing Company of Heroes in the way it requires you to continually hunt down resource points. Metal and radioactives are the game’s primary resources, and regions will typically house one or the other, whereas Turinium and Quanta make up the rest – the former used to boost intelligence and achieve critical mass, the latter needed to boost unit output – thus much of your strategy hinges on your ability to manage all resources simultaneously.
Large-scale armies, of course, make for large-scale battles, which is where Ashes of the Singularity shines. Air units provide radar and visual coverage, and can bomb targets. Whereas ground units are comprised of anything from small frigates, around 50m in length, to humongous, kilometer-long Dreadnoughts. These are your best form of offence as, besides their size, they employ a veterancy feature that lets them gain experience with each passing battle. And best of all, they can be grouped together into meta units, intelligently working and moving as one.
Want more? Here's our Ashes of the Singularity review.
XCOM 2 is one of the all time greats of the tactics genre. Already. It takes the best bits from the series so far – the savage struggle, the ragtag group of heroes, the devious aliens, the tight tactical battles – and throws improvement after improvement on top.
Once again, you’re sending up to six soldiers into the breach, but this time as a group of struggling survivors fighting against a tyrannical alien regime. It’s all guerilla tactics, covert missions, and dissidence. You need to learn to make sacrifices, leaving men and women behind so you can save the rest, and you need to learn to swallow loss and failure.
The battles are challenging and varied, full of horrific adversaries with tricky, surprising abilities, but the biggest changes are found at the strategic layer. You’ll travel all over the world, setting up cells, infiltrating black sites, hunting for more resources so you can field more powerful weapons and tools – it’s compelling, rather than an afterthought.
And XCOM 2 mods are already great. You can download a corgi gun. A corgi gun.
Want more? Here's our XCOM 2 review.
Total War: Shogun 2
Total War's second trip to Japan, the sequel to the very first Total War, is the greatest game in the series. Yes, better than the beloved original Rome or the ambitious and very pretty Attila. It’s a more thoughtful and scaled back Total War, in contrast to its massive, very flawed predecessor, Empire.
Lessons had obviously been learned from the more focused Napoleon: Total War. Shogun II’s map is diverse and full of interesting tactical problems due to the prevalence of mountains, but it’s also small, by Total War standards, and more manageable. This is very, very good, because it means one important thing: more battles!
Total War: Shogun II is undoubtedly the prettiest game in the series to boot. Its newer siblings might be younger and firmer, but Shogun’s got a style they could only dream about, where battles are peppered with floating cherry blossoms and individual warriors duke it out in tense duels.
There's a lot to recommend beyond the base game, too. Check our guides to the best Shogun II mods, Shogun II DLC, and Shogun II user-created maps. The excellent Fall of the Samurai expansion is also a must, particularly if you want to see gunpowder warfare done right, or at least better than in Empire.
Want more? Here's our Total War: Shogun II review.
Homeworld: Deserts of Kharak
With Homeworld: Deserts of Kharak, Blackbird Interactive have done the seemingly impossible: transpose the elegant, minimalist space wars of the original Homeworld games to a single planet. Somehow it works. Really well.
It’s a journey, across a never-ending desert, on a mission to save a civilisation. Each battle is connected to the last as well as the ones yet to be played. Every unit that survives will live to fight another day in another mission in a persistent war for survival.
Kharak itself, despite just being one giant desert, is a fantastic planet-sized battlefield. The addition of terrain and elevation replicates the three-dimensional battles of the previous games, with the sand dunes providing cover, hiding spots, and high ground from where you can unleash devastating attacks.
Like its predecessors, Deserts of Kharak is also blessed with some of the best art design you could hope to find in an RTS, accompanied by incredible sound design, and a genuinely interesting narrative.
Want more? Here's our Homeworld: Deserts of Kharak review.
Not since SimCity 4 has there been a city-builder of such great quality. Colossal Order had made a name for itself through the Cities in Motion series, which simulated city transport networks, but skylines is much more ambitious – a full-featured, highly moddable city management game. And what a game. Huge, in size and scope, detailed and logical, Cities: Skylines manages to almost make us forget about 2013's disappointing SimCity.
On the day it launched, it was already an impressive game, but with time it's proven to be something even better: a playground for modders. In stark comparison with EA's attitude towards SimCity, Colossal Order smartly opened their game up to the masses, allowing modders to fiddle with all manner of things, from in-game buildings and roads to entirely new assets and tools.
The base game should keep most avid city planners happy, but Skylines' expansions are more than worth a look as well. They expand the commercial aspect of your cities, adding in a whole lot of leisure, as well as a game-changing day and night cycle. More than just an aesthetic touch, it gives you much finer control over your city, letting you plan city services like garbage disposal, public transport, and police patrols around the time of day. For instance, the roads are quieter late at night, making it easier for the garbage trucks to make their stops.
With the diligent modding community still very much active, Skylines promises to only get bigger. Take a look at our list of the best Cities: Skylines mods.
Want more? Here's our Cities: Skylines review.
It’s a 4X game that blends fantasy and science fiction seamlessly, throwing stranded spacemen against magical dragon people in absolutely the most striking hex-based world. Diverse, gorgeous, it looks almost tangible, like you could reach out and pick up one of the elaborate cities and cradle it in your hands. "Don't worry, citizens. We won't let the horrible man-eating insects devour you and your families."
What makes it most notable are the fascinating factions that vie for dominance over the pretty but slightly apocalyptic world, each blessed with unique and interesting mechanics that set them apart and inform how they're played. You’ve got the horrible aforementioned flesh-eating insect race, the Necrophage, for instance, who are so foul they can’t make alliances with other factions, forcing them to always be the opposition. And there’s the bizarre Cultists, a faction of peculiar zealots that can only construct one city, and must rely on swallowing up other factions if they want to expand.
It loses steam a bit when it gets to the end game, but remains fun and the journey to that point is rich in interesting strategic and tactical decisions. Surprisingly, it’s also blessed with a strong narrative that lends the game a tangible sense of place. Every faction has a unique set of story quests that will inform a lot of your decisions without backing you into a corner, and there's an abundance of side-quests and stories that makes it feel like you're managing a world where a roleplaying adventure is taking place.
Want more? Here's our Endless Legend review.
Crusader Kings II
Crusader Kings II is a murderous bastard of a grand-strategy game. You play a medieval ruler trying to gain more power, influence, and territory in a historically authentic medieval Europe. It's a game of intrigue, war, politics, and religion, played out on a stunning, detailed map of the known world and in countless, complex menus. Really, though, it's about people: your dynasty, your vassals, your lovers, enemies, and family members.
It’s this personal element that makes Crusader Kings II so compelling. You're in charge of a family, not an abstract nation. You will marry and have kids, you’ll die, and then your heir will take over and the whole thing begins again. In between all this, you can use intrigue or brute force to increase your holdings, but the key is that you develop a real personal connection with your characters, your avatar. You will mourn their death and you’ll cheer their every triumph.
You'll want to make a lot of friends, and then betray them all, the fools.
Usurp thrones, create politically advantageous marriages, murder your wife, and if it all gets too much for you, there's always the occasional jousting tournament or day of hunting to keep you in good spirits. As long as they don't kill you.
Want more? Here's our Crusader Kings II review.
Warhammer 40,000: Dawn of War
Playing Dawn of War now is fascinating. In many ways, it feels like a very traditional RTS, with lots of base building, turtling, and resource management. But it’s also a precursor to the likes of Company of Heroes. We see Relic starting to experiment with morale, cover, squads, and drastically different factions.
There's an intensity underpinning the whole game. It’s all about pushing forward, then capturing and holding territory. And all the time, resources become more fleeting, as generators and the like decay. But the war machine constantly needs to be fed.
Expansions fleshed the game out, introducing more factions built around unique mechanics. There’s the sneaky Eldar, waaargh-hungry Orks, the massive Imperial Guard – each faction offeres different ways to play the game. By the end there are nine in total.
Dawn of War II ended up changing just about everything, making battles smaller and focusing on tactics over strategy. It was still great, but the move away from the traditions of the genre made it lose some of its magic.
StarCraft II is a sci-fi strategy game about armoured cowboys versus xenomorphic aliens and space elves. It’s a classic base-building RTS where you gather resources, build armies, and kill your enemy before they kill you with quick decisions and even quicker mouse clicks.
Multiplayer is a huge part of Starcraft II. Your enemies will be human; they will be able to click faster than you, issue orders quicker than you. You will probably lose a lot, but you will get better the more you play, and there is a small but dedicated competitive player-base to compete against at the esports level.
The single-player is also interesting - Blizzard have combined frantic action with an RPG-like backdrop as you follow the exploits of Terran mercenary Jim Raynor. You will fight through a series of missions, many of which will have unique objectives – like trying to harvest resources on a map that periodically fills up with lava, or defending against waves upon waves of Zerg for a set period of time. In between missions you’ll explore an RPG-ish hub, where you can talk to people, research new techs, and decide where your next destination will be. Story is hard to do in RTS, and many resign themselves to cutscenes or in-mission dialogue, but StarCraft II actually makes you interact with the world outside combat, and so it’s a more interactive story.
Want more? Here's our StarCraft II: Legacy of the Void review.
Company of Heroes 2: Ardennes Assault
Company of Heroes 2 was great but it didn't quite match the magic of its predecessor. Then Ardennes Assault came along. The US forces and German Oberkommando are fighting over control of the Ardennes, in a campaign inspired by The Battle of the Bulge. What sets it apart from both Company of Heroes and the sequel is the non-linear campaign that plays out across a strategic meta map. The Germans are dynamic, being reinforced by retreating forces, changing the challenges posed by both story missions and the dynamic skirmishes.
A single battle can be replayed many times with each fight offering new obstacles.
While the campaign is only played from the American point of view, the US forces are split into three companies, all with unique specialties covering air, support, and mechanised roles. These companies all have special officer abilities and upgrade trees, and any can be used to tackle a mission. Even if you focus on one, the other two will still be on the map, and can provide assistance by blocking the enemy retreat out of a captured province.
This is the first time the battles in Company of Heroes have had real weight. Previously, winning was all that mattered. Finish the mission and you move on to the next one, starting fresh. Ardennes Assault is a persistent campaign, though, and losses in battle can bring down a company's veterancy and manpower. There's even a risk of it being wiped out entirely, leaving the other two companies to face the Germans alone.
Sins of a Solar Empire: Rebellion
Sins of a Solar Empire cares more about action and titanic battles than most empire-building games do. Sure, you have planets you can colonise, industry and trade you can develop, but when it comes down to it, there’s always groups of ships throwing bullets, lasers, and missiles at each other in the never-ending struggle for dominance.
It’s challenging even against the AI. There are three races, each with their own identity, ships, and technology. There are always neutral forces that will make early expansion slow, and there’s even a ‘Pirate’ faction that you can bribe to attack your neighbour, which always seems like a great idea until they’re paid even more money to attack you instead. There is a pretty involved diplomacy element as well, beyond the usual trade agreements and non-aggression pacts. Other factions can give you missions, like passing them resources or attacking another player, and you can do the same to them.
There’s a lot of movement in a typical Sins game: your scouts will be zipping from planet to planet in search for new worlds to exploit. Your trade fleets will be moving goods from place to place, keeping the wheels of economy turning, and your mighty battle fleets will be darting from one crisis to the next, because if it’s not pirates at your door then it’s another faction coming to claim what’s yours.
There’s no single-player campaign per se: you simply play an infinite number of skirmish battles against the AI using a wide range of map set-ups, each with it’s own quirks and strategy. You can also create your own using the impressive map-making tools, and of course you can take the game online and play against real people.
Supreme Commander was the game that broke PCs, such were the demands it placed on processors. This future war robo-RTS simplifies resource management and focuses more on creating the perfect war machine. You start off with a single irreplaceable command unit, and from there you build factories that will churn out units to wage war on your enemies.
It’s the sheer scale that does it – years later, Supreme Commander doesn’t so much break PCs anymore as it breaks minds. A player’s army can potentially reach up to 1,000 units separated out into land, sea, and air. You have to orchestrate a careful ballet of production, movement and attack, grinding down your opponent while keeping your command unit safe, and your factories powered and supplied so that they can create more machines of death. It’s brilliant and mind-boggling.
This was one of the few games to officially support dual monitors, which means you can have a zoomable map up on the second screen. It’s a godsend, as it allows you to keep an eye on the big picture a lot easier. Few games are blessed with the same scale as Supreme Commander, and when you take the war online that’s where the real challenge begins. Titles like StarCraft demand quick thinking and quicker reactions, but they only deal with a couple of dozen units at most. Supreme Commander demands all of that, and deals in the thousands.
That's it, the best PC strategy games out there. But we almost certainly missed some of your favourites, so let us know in the comments.