Dragonborn's war allows the player to build up their own army, offering many customization options such as class and gear. With that army, the player will be able to conquer enemy forts and cities, putting in new Jarls or making the current one bow to you. Also while offering new and unique city battles, not seen in the vanilla game.
You can start your playthrough by building some shelter, and then you can expand your village by building some new houses and stores. Recruiting villagers is the next step to adding some more buildings to the village-like workshops.
In terms of leading an "army," this is also impossible within vanilla Skyrim. You can have only one follower plus any quest related followers at any one time. This number does not generally get very high; rarely more than 2 including your permanent follower.
It may come as a surprise to you that you're able to recruit every single Stormcloak soldier in Skyrim for your own personal army. What's more, you can entice Imperials into joining the cause as well - the Civil War is largely irrelevant when you're at the Dovahkiin's beck and call.
There's just one catch: In order to convince these soldiers that it's worth their while to join your army, you've got to kill them first. They're all going to go on about arrows in their knees and sweetrolls being stolen until they draw their last breath - but once that happens, anybody who is even remotely adept in the arts of necromancy can resurrect them, still suited and booted for battle.
To set some ground rules before we begin, we've mainly focused on games about commanding troops of some kind, so if it's settlement or colony sim games you're after, then have a read of our best management games list. A handful of strategy games here do involve a bit of building, but there's no football management or spaghetti junctions. And if your favourite doesn't make the cut, please know it was number 51. If nothing else, it gives you a good excuse to tell us all about it in the comments below.
Wyvern, armoured bears, shield maidens, draugr: on face of things, the viking mythology-styled Northgard is a return to the thematic outlandishness of late 90s/early-noughties real-time strategy, but it combines that joyful anything-goes quality with thoughtful, almost simulatory paths onward from build'n'bash tradition. There's a whole food ecosystem, the regular arrival of winter turns it into a survival game of sorts, you can trade with monsters and your choice of which clan you control affects your play style on a level far beyond mere unit options. It's very much a building game as well as a war game, but does a stand-up of job of keeping things lean despite how many plates it spins.
In the beginning, there was Total Annihilation. The year is 1997, the year that Duke Nukem Forever went into production. Cavedog's RTS went large, weaving enormous sci-fi battles and base-building around a central Commander unit that is the mechanical heart of the player's army. Supreme Commander followed ten years later. Total Annihilation designer Chris Taylor was at the helm for the spiritual successor and decided there was only one way to go. Larger. Initially, it's the scale that impresses. Starting units are soon (literally) lost in the shadow of enormous spiderbots as orbital lasers chew the battlefield to pieces.
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.
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. You'll have to juggle positioning, range, ammo and heat as these 80-ton titans clash in tense turn-based battles, while the meta-game involves steadily collecting enough salvage to raise yourself an army of building-sized steel Pokémon.
The latest in Ubisoft's series of semi-historical colony managers, Anno 1800 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 1800 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.
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.
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.
Once baronies have been defined, the locations (positions) of their four main locator objects can be defined. This will tell the engine where to place each sea tile's raised army (ship placement), as well as the holding building, raised army, army combat and siege weapon objects for each barony on the map. The positions of these four locators are defined in the building_locators.txt, combat_locators.txt, player_stack_locators.txt and siege_locators.txt files respectively, which can be found in "[mod]/gfx/map/map_object_data/".
Be mindful that if there is any serious problem with a mod's locator files, errors.log should indicate that four files (generally holding buildings, raised army, army combat and siege weapon locator text files) have been created in the "[user]\[documents]\Paradox Interactive\Crusader Kings III\generated" folder. You can then copy those over to your mod's "[mod]/gfx/map/map_object_data/" folder, replace the old files and re-start the in-game map editor.
This means if you spend 10 levels only building up non-combat skills, you may find that enemies will be tougher then when you last encountered them, especially if you aren't learning new combat skills as well. Spreading your points too thin can have the same effect, so perhaps its best to hold off leveling up some magic skills if you've already committed to being a heavy armor warrior wielding two-handed weapons.
The Walls are a defensive tool that can be used to control enemy movements and prevent small groups of enemies from attacking. Their presence will require the enemy to invest in siege to break through the defenses. The Postern Gate will allow your own forces to cross the walls from a location unknown to the enemy. However, this will not allow siege to pass through and so siege units will require a Gate. Arrow Towers are useful to discourage small attacks by attacking nearby enemies while Trebuchet expansions can be used to combat enemy siege. A wall alone will not repel an enemy army, so the player must compliment it with their own army. A Gondor player will be able to research Númenorean Stonework at the Gondor Fortress to improve the armour of their walls in the mid-late game. Construction of a wall hub can also be a simple way of saving a builder in danger as they will require siege to destroy.
You can download SKSE from its official website. You'll want to use the "classic build" download links. Follow the instructions inside the README file to install it into your computer's main Skyrim directory.
hi I would love it if the character could own some land and have a title. the character would need to do this by showing loyalty to the king and bravery on the battle field then when you get land you can build a village then a town then a castle have people under your rule that have different abilities and the character will have to monitor everything that is going on such as food supplies troops money and to design and build the defences to stop enemies from attacking and taking the resources 2b1af7f3a8