<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>2026 Edition — After Strategy</title><description>Articles tagged &quot;2026 Edition&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Stellar Tactics review: after a decade in Early Access, does the space RPG finally deliver?</title><link>https://after-strategy.com/en/stellar-tactics-review-1-0-after-decade-early-access/</link><guid isPermaLink="true">https://after-strategy.com/en/stellar-tactics-review-1-0-after-decade-early-access/</guid><description>Full review of Stellar Tactics 1.0 released March 30, 2026 after almost 10 years in Early Access. 160,000 star systems, turn-based combat, exploration — the verdict.</description><pubDate>Sun, 17 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Ten years. That’s how long &lt;em&gt;Stellar Tactics&lt;/em&gt; spent in Early Access before its 1.0 release on March 30, 2026. This sci-fi sandbox RPG — developed almost solo by Maverick Games Studios — promises a 160,000-system galaxy, deep turn-based combat, and detailed ship customization. After a decade of waiting, does it deliver? We played 30 hours.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;1.0 release&lt;/strong&gt;: March 30, 2026, after almost 10 years in EA (started September 2016)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Massive content&lt;/strong&gt;: 160,000+ star systems, 40 ships, 240 perks&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Deep combat&lt;/strong&gt;: turn-based ground, real-time space simulation&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Solo dev&lt;/strong&gt;: Maverick Games Studios, &lt;strong&gt;primarily one developer&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Steam reviews&lt;/strong&gt;: overall “Very Positive”, but 57% over the last 30 days — post-launch bugs are hurting new players&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1.webp&quot; alt=&quot;Stellar Tactics official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1-480w.webp 480w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1-800w.webp 800w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-10-years-in-early-access-how-do-we-get-here&quot;&gt;10 years in Early Access: how do we get here?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-content-160-000-systems-really&quot;&gt;The content: 160,000 systems, really?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-ground-combat-xcom-with-rpg-roles&quot;&gt;Ground combat: XCOM with RPG roles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-space-simulation-or-dashboard&quot;&gt;Space: simulation or dashboard?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-flaws-bugs-dated-interface-dizzying-scope&quot;&gt;Flaws: bugs, dated interface, dizzying scope&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-verdict-who-it-s-for-who-it-isn-t&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;10-years-in-early-access-how-do-we-get-here&quot;&gt;10 years in Early Access: how do we get here?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2.webp&quot; alt=&quot;Stellar Tactics official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2-480w.webp 480w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2-800w.webp 800w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Stellar Tactics&lt;/em&gt; launched into Early Access in &lt;strong&gt;September 2016&lt;/strong&gt; on Steam and GOG. At the time, it pitched itself as &lt;strong&gt;the spiritual heir to Starflight&lt;/strong&gt; (1986) and &lt;em&gt;Sundog: Frozen Legacy&lt;/em&gt; (1984) — the sandbox space RPGs that today’s thirty- and forty-somethings wore out.&lt;/p&gt;
&lt;p&gt;What lengthened development:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;One main dev&lt;/strong&gt; (Don Wilkins of Maverick Games Studios), not a team&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;An incredibly ambitious scope&lt;/strong&gt; — 160,000 procedural systems is literally unthinkable for a solo dev&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Community funding via Steam EA&lt;/strong&gt; rather than a publisher who could have imposed deadlines&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The result after 10 years: a game &lt;strong&gt;vast but artisanal&lt;/strong&gt;, with the qualities and flaws you’d imagine. Some EA veterans have poured &lt;strong&gt;1000+ hours&lt;/strong&gt; in. Others bailed seeing each update took 3 months.&lt;/p&gt;
&lt;h3 id=&quot;the-content-160000-systems-really&quot;&gt;The content: 160,000 systems, really?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3.webp&quot; alt=&quot;Stellar Tactics official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3-480w.webp 480w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3-800w.webp 800w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Yes. The number is real. &lt;em&gt;Stellar Tactics&lt;/em&gt; procedurally generates &lt;strong&gt;over 160,000 star systems&lt;/strong&gt;, each with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Stations, planets, asteroids, wreckage debris&lt;/li&gt;
&lt;li&gt;Dynamic factions in conflict&lt;/li&gt;
&lt;li&gt;Random events (piracy, encounters)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The galaxy is &lt;strong&gt;persistent&lt;/strong&gt; — what you do in one place impacts the rest. Caveat: narrative density varies. Some systems are full of stories (named factions, scripted quests); others are empty, just asteroid-mining filler.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Verdict&lt;/strong&gt;: the content is real but &lt;strong&gt;not uniformly dense&lt;/strong&gt;. As with &lt;em&gt;Starsector&lt;/em&gt; or &lt;em&gt;Elite Dangerous&lt;/em&gt;, you have to accept that most systems are “filler” to create the illusion of a truly living galaxy.&lt;/p&gt;
&lt;h3 id=&quot;ground-combat-xcom-with-rpg-roles&quot;&gt;Ground combat: XCOM with RPG roles&lt;/h3&gt;
&lt;p&gt;This is &lt;strong&gt;the game’s best aspect&lt;/strong&gt;. Stellar Tactics’ turn-based combat borrows from XCOM (cover, firing angles, height) but adds a &lt;strong&gt;deep RPG layer&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;240 unlockable perks&lt;/strong&gt; — specialization as sniper, medic, hacker, heavy, etc.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Classless progression&lt;/strong&gt; — your character evolves freely based on your choices&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Teams of 4&lt;/strong&gt; — each member is distinct, not an XCOM clone&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Environmental effects&lt;/strong&gt;: gravity, radiation, toxic atmosphere&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Battles on the ground in abandoned stations and ancient ruins &lt;strong&gt;recall Fallout Tactics&lt;/strong&gt; with a Star Wars KOTOR touch. Satisfying, demanding, with a real learning curve.&lt;/p&gt;
&lt;h3 id=&quot;space-simulation-or-dashboard&quot;&gt;Space: simulation or dashboard?&lt;/h3&gt;
&lt;p&gt;The space side is &lt;strong&gt;more dashboard than pure simulation&lt;/strong&gt;. You pick a destination, you travel (with warp jump), and you encounter what comes up along the way. No arcade piloting like Elite Dangerous.&lt;/p&gt;
&lt;p&gt;On the other hand, the &lt;strong&gt;40-ship customization&lt;/strong&gt; runs deep:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Combat&lt;/strong&gt; — offense/defense optimization, ammunition, armor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mining&lt;/strong&gt; — ships dedicated to asteroid extraction&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cargo&lt;/strong&gt; — trade between stations&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Exploration&lt;/strong&gt; — long-range sensors, upgraded jumpdrives&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;You can &lt;strong&gt;disable and board&lt;/strong&gt; enemy ships — opening a ground combat aboard their vessel. It’s one of the game’s unique mechanics, a direct heir to the Starflight tradition.&lt;/p&gt;
&lt;h3 id=&quot;flaws-bugs-dated-interface-dizzying-scope&quot;&gt;Flaws: bugs, dated interface, dizzying scope&lt;/h3&gt;
&lt;p&gt;Three recurring critiques of the 1.0 release:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Post-launch bugs&lt;/strong&gt; — recent reviews (57% positive over 30 days) flag loading crashes, quests getting stuck, save issues. The solo dev pushes near-daily hotfixes, but it remains frustrating.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dated interface&lt;/strong&gt; — the UI feels 2016. Little visual polish, austere fonts, sometimes missing tooltips. For a $40 game, it’s rough.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dizzying scope that can paralyze&lt;/strong&gt; — 160,000 systems is &lt;strong&gt;literally infinite&lt;/strong&gt;. Many new players bail at 10-15h, overwhelmed, not knowing what to do. The game doesn’t hold your hand enough.&lt;/p&gt;
&lt;h3 id=&quot;verdict-who-its-for-who-it-isnt&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Buy Stellar Tactics if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You loved Starflight, Sundog, or early ’80s/’90s space RPGs&lt;/li&gt;
&lt;li&gt;You love open sandboxes where &lt;strong&gt;you make your own story&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;XCOM-style turn-based combat appeals to you&lt;/li&gt;
&lt;li&gt;The “one-man project” angle inspires rather than scares you&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Skip it if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You want guided narrative à la Mass Effect&lt;/li&gt;
&lt;li&gt;You don’t have 100h+ to invest to really “taste” the game&lt;/li&gt;
&lt;li&gt;Dated UIs put you off&lt;/li&gt;
&lt;li&gt;You’re looking for a solo RPG finishable in 40h&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;At &lt;strong&gt;$39.99&lt;/strong&gt;, it’s an honest bet for anyone looking for a modernized old-school space RPG. To compare with the other 2026 RPG/tacticals, see our &lt;a href=&quot;/en/xenonauts-2-review-version-1-0-full-release/&quot;&gt;Xenonauts 2 review&lt;/a&gt; and our &lt;a href=&quot;/en/vaunted-preview-sci-fi-tactical-rpg-hooded-horse-2026/&quot;&gt;Vaunted preview&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Final score: 7/10&lt;/strong&gt; — a singular game, thrilling for those it grabs, frustrating for those without context.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/465490/Stellar_Tactics/&quot;&gt;Official Steam page for Stellar Tactics&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.stellartactics.com/&quot;&gt;Official Stellar Tactics website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Best Free PC Strategy Games 2026: Open Source &amp; Free-to-Play</title><link>https://after-strategy.com/en/best-free-pc-strategy-games-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/best-free-pc-strategy-games-2026/</guid><description>The best free PC strategy games in 2026: Battle for Wesnoth, 0 A.D., Beyond All Reason, Zero-K, OpenRA, Unciv, Crusader Kings II and more, all free to play.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Not all strategy games cost $40. In 2026, the &lt;strong&gt;free strategy catalog&lt;/strong&gt; — between open-source projects, released old games, and modern F2Ps — is richer than ever. Here’s our pick of the &lt;strong&gt;best free PC strategy games&lt;/strong&gt; for 2026: 12 picks, all playable without paying for the base game, checked against their official pages in November 2026.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;4 professional-quality open-source projects&lt;/strong&gt; (Wesnoth, 0 A.D., FreeCiv, OpenRA)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2 free clones&lt;/strong&gt; of great classics (Unciv for Civ, Star Ruler 2)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2 honest modern F2Ps&lt;/strong&gt; (Conflict of Nations, Warzone)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;1 freed grand strategy&lt;/strong&gt; (Crusader Kings II Paradox, free since 2019)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;1 often-forgotten artillery tactical&lt;/strong&gt; (Hedgewars)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2 free RTS added in November 2026&lt;/strong&gt; (Beyond All Reason, Zero-K)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-1-battle-for-wesnoth-king-of-free-turn-based&quot;&gt;#1 Battle for Wesnoth — king of free turn-based&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-2-0-a-d-free-age-of-empires&quot;&gt;#2 0 A.D. — free Age of Empires&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-3-freeciv-foss-civilization&quot;&gt;#3 FreeCiv — FOSS Civilization&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-4-openra-command-conquer-reborn&quot;&gt;#4 OpenRA — Command &amp;#x26; Conquer reborn&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-5-unciv-civilization-v-open-sourced&quot;&gt;#5 Unciv — Civilization V open-sourced&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-6-crusader-kings-ii-free-paradox&quot;&gt;#6 Crusader Kings II — free Paradox&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-7-conflict-of-nations-world-war-3&quot;&gt;#7 Conflict of Nations: World War 3&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-8-warzone-risk-online&quot;&gt;#8 Warzone — Risk online&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-9-star-ruler-2-open-sourced-space-4x&quot;&gt;#9 Star Ruler 2 — open-sourced space 4X&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-10-hedgewars-free-artillery-tactical&quot;&gt;#10 Hedgewars — free artillery tactical&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-11-beyond-all-reason-free-large-scale-rts&quot;&gt;#11 Beyond All Reason — free large-scale RTS&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-12-zero-k-free-open-source-rts&quot;&gt;#12 Zero-K — free open-source RTS&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;1-battle-for-wesnoth--king-of-free-turn-based&quot;&gt;#1 Battle for Wesnoth — king of free turn-based&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: fantasy turn-based strategy
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux, Steam&lt;/p&gt;
&lt;p&gt;The oldest and most mature free strategy project. &lt;strong&gt;Battle for Wesnoth&lt;/strong&gt; launched in 2003 and has never stopped being maintained. Content available:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;15 official campaigns&lt;/strong&gt; with solid narrative writing&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hundreds of community campaigns&lt;/strong&gt; via the built-in Add-On Server&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;LAN and online multiplayer&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Complete map and campaign editor&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Gameplay similar to &lt;em&gt;Advance Wars&lt;/em&gt; or &lt;em&gt;Fire Emblem&lt;/em&gt; but more strategic, less narrative. &lt;strong&gt;Accessible learning curve&lt;/strong&gt;, veteran-level depth. Download at &lt;a href=&quot;https://www.wesnoth.org&quot;&gt;wesnoth.org&lt;/a&gt;.&lt;/p&gt;
&lt;h3 id=&quot;2-0-ad--free-age-of-empires&quot;&gt;#2 0 A.D. — free Age of Empires&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: historical antiquity RTS
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux, Steam&lt;/p&gt;
&lt;p&gt;Ambitious project started in 2001. Release 28 “Boiorix” (February 2026) is the first release without the Alpha label. Spiritual heir to &lt;em&gt;Age of Empires II&lt;/em&gt; — city building, military conquests, historical civilizations.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;A dozen-plus playable civilizations&lt;/strong&gt; (Athenians, Persians, Carthaginians, Romans, Macedonians… plus the Germans, new in Release 28), &lt;strong&gt;competitive multiplayer&lt;/strong&gt; with a small but passionate community. &lt;strong&gt;Graphics quality superior&lt;/strong&gt; to original AoE2.&lt;/p&gt;
&lt;p&gt;Drawback: no scripted solo campaign like AoE. Free download at &lt;a href=&quot;https://play0ad.com&quot;&gt;play0ad.com&lt;/a&gt;.&lt;/p&gt;
&lt;h3 id=&quot;3-freeciv--foss-civilization&quot;&gt;#3 FreeCiv — FOSS Civilization&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: historical turn-based 4X
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;oldest free clone&lt;/strong&gt; of Civilization (since 1996). Gameplay copies Civ1/Civ2 with evolutions: technologies, diplomacy, war, wonders.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Particularity&lt;/strong&gt;: multiplayer for up to &lt;strong&gt;30 simultaneous players&lt;/strong&gt; (impossible on official Civs), fantastic ruleset via mods.&lt;/p&gt;
&lt;p&gt;Dated graphics but timeless gameplay. Perfect for those who love Civ but don’t want to invest in the Firaxis license.&lt;/p&gt;
&lt;h3 id=&quot;4-openra--command--conquer-reborn&quot;&gt;#4 OpenRA — Command &amp;#x26; Conquer reborn&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: RTS (C&amp;#x26;C clone)
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux&lt;/p&gt;
&lt;p&gt;Free, open-source engine running &lt;strong&gt;classic C&amp;#x26;Cs&lt;/strong&gt; (Red Alert, Tiberian Dawn, Dune 2000) with modern improvements:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Current interface&lt;/li&gt;
&lt;li&gt;Smooth online multiplayer&lt;/li&gt;
&lt;li&gt;Reworked balancing&lt;/li&gt;
&lt;li&gt;Community maps&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Technically impressive&lt;/strong&gt;: OpenRA runs those old games on Windows 11 without issue, where originals crash. With the 2020 &lt;em&gt;Remastered Collection&lt;/em&gt; bringing C&amp;#x26;C back into vogue, OpenRA becomes the free multiplayer reference again.&lt;/p&gt;
&lt;h3 id=&quot;5-unciv--civilization-v-open-sourced&quot;&gt;#5 Unciv — Civilization V open-sourced&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: turn-based 4X
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux, Android&lt;/p&gt;
&lt;p&gt;Free, open-source clone of &lt;strong&gt;Civilization V&lt;/strong&gt; (not VI or VII). Built for Android and desktop; the project never uses the original game’s assets. &lt;strong&gt;Lightweight&lt;/strong&gt; — runs on a 2010 PC.&lt;/p&gt;
&lt;p&gt;It’s not a game “as pretty as Civ V” — it’s a game that &lt;strong&gt;reproduces the mechanics&lt;/strong&gt; with a minimalist UI. Perfect for Civ without expensive graphics, perfect too for on-the-go play (Android).&lt;/p&gt;
&lt;h3 id=&quot;6-crusader-kings-ii--free-paradox&quot;&gt;#6 Crusader Kings II — free Paradox&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: medieval grand strategy
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux (Steam)&lt;/p&gt;
&lt;p&gt;Paradox made the &lt;strong&gt;Crusader Kings II base game free&lt;/strong&gt; on Steam in October 2019. It’s &lt;strong&gt;one of the best free deals in the PC market&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;200+ hours&lt;/strong&gt; of vanilla content&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Unique dynastic gameplay&lt;/strong&gt; — intrigue, marriage, succession&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Multiplayer up to 32 players&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Huge modding community&lt;/strong&gt; (GoT, Elder Kings, After the End America, HIP…)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Expansions are paid (Steam offers a monthly subscription from $4.99) but the base game is largely enough. &lt;strong&gt;Absolutely download&lt;/strong&gt; if you’re discovering grand strategy.&lt;/p&gt;
&lt;h3 id=&quot;7-conflict-of-nations-world-war-3&quot;&gt;#7 Conflict of Nations: World War 3&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: modern military strategy (F2P)
&lt;strong&gt;Platform&lt;/strong&gt;: browser&lt;/p&gt;
&lt;p&gt;F2P modern warfare with &lt;strong&gt;realistic geopolitical scenarios&lt;/strong&gt; (Taiwan Crisis, WW3 scenario, alternate Cold War). Very long games — &lt;strong&gt;up to 30 days per match&lt;/strong&gt; in real time.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Monetization&lt;/strong&gt;: pay-to-win is real but avoidable with a competent team. Patient players win without paying. Caveat: &lt;strong&gt;heavy time investment&lt;/strong&gt;, not a casual game.&lt;/p&gt;
&lt;h3 id=&quot;8-warzone--risk-online&quot;&gt;#8 Warzone — Risk online&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: turn-based wargame (browser)
&lt;strong&gt;Platform&lt;/strong&gt;: web browser, iOS, Android (war.app)&lt;/p&gt;
&lt;p&gt;Free web version of Risk, with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Free to play&lt;/strong&gt; in the browser and on mobile&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Community maps and levels&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Simple, cross-platform, easy to pick up.&lt;/p&gt;
&lt;h3 id=&quot;9-star-ruler-2--open-sourced-space-4x&quot;&gt;#9 Star Ruler 2 — open-sourced space 4X&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: space 4X
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux&lt;/p&gt;
&lt;p&gt;Developed by Blind Mind Studios (2015), then &lt;strong&gt;open-sourced in 2018&lt;/strong&gt; after the studio closed. Ambitious galactic scope — massive fleet battles, economic management, diplomacy.&lt;/p&gt;
&lt;p&gt;Not as polished as &lt;a href=&quot;/en/stellaris-vs-endless-space-2-which-space-4x-2026/&quot;&gt;Stellaris&lt;/a&gt;. Caveat: the free route is the MIT-licensed source code on GitHub (you build it yourself); the Steam version is a paid game. &lt;strong&gt;Good alternative&lt;/strong&gt; if you can’t invest in Stellaris and its 20+ DLCs.&lt;/p&gt;
&lt;h3 id=&quot;10-hedgewars--free-artillery-tactical&quot;&gt;#10 Hedgewars — free artillery tactical&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: artillery tactical (Worms-like)
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Mac, Linux, iOS (also on Steam for Windows)&lt;/p&gt;
&lt;p&gt;Free clone inspired by &lt;em&gt;Worms&lt;/em&gt; but with &lt;strong&gt;more crazy weapons&lt;/strong&gt; and different graphics. Turn-based, armed hedgehog teams, destructible maps.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Local and online multiplayer&lt;/strong&gt;, perfect for party nights. Underrated in the tactical genre but technically very polished.&lt;/p&gt;
&lt;h3 id=&quot;11-beyond-all-reason--free-large-scale-rts&quot;&gt;#11 Beyond All Reason — free large-scale RTS&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: real-time strategy
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Linux (free download from the official site)&lt;/p&gt;
&lt;p&gt;Epic-scale RTS in the Total Annihilation tradition, with battles of thousands of units. The official site offers a free download, and its code lives on GitHub on top of the Recoil engine. A full Steam release with publisher Hooded Horse was announced in June 2026, so for now you download it from &lt;a href=&quot;https://www.beyondallreason.info/&quot;&gt;beyondallreason.info&lt;/a&gt;.&lt;/p&gt;
&lt;h3 id=&quot;12-zero-k--free-open-source-rts&quot;&gt;#12 Zero-K — free open-source RTS&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Genre&lt;/strong&gt;: real-time strategy
&lt;strong&gt;Platform&lt;/strong&gt;: Windows, Linux (Steam and zero-k.info)&lt;/p&gt;
&lt;p&gt;Free RTS with “no in-game currency, no unfair multiplayer” according to its site, listed as Free to Play on Steam since 2018 and developed in the open on GitHub. A strong pick if you want competitive RTS without spending anything.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;To go deeper on PC strategy, see our &lt;a href=&quot;/en/eu4-vs-eu5-comparison-should-you-drop-the-old-one/&quot;&gt;EU4 vs EU5 guide&lt;/a&gt;, our &lt;a href=&quot;/en/top-10-best-hearts-of-iron-iv-mods-2026/&quot;&gt;best HOI4 mods 2026&lt;/a&gt; (all mods are free too, but you need the base game), and our &lt;a href=&quot;/en/stellaris-vs-endless-space-2-which-space-4x-2026/&quot;&gt;Stellaris vs ES2 comparison&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;With these &lt;strong&gt;12 free games&lt;/strong&gt;, you have plenty to play 1000 hours without spending a dime. The FOSS community in strategy has nothing to envy to big studios.&lt;/p&gt;</content:encoded><category>grand-strategy</category></item><item><title>Civ 7 Tier List 2026: Best Leaders and Civs After Update 1.5</title><link>https://after-strategy.com/en/civilization-vii-tier-list-best-leaders-civs-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/civilization-vii-tier-list-best-leaders-civs-2026/</guid><description>Civilization VII tier list updated after patches 1.4.1, 1.4.2 and 1.5.0: Confucius, Catherine, Augustus and Ashoka still lead; new leaders such as Elizabeth I are flagged as too early to rank.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;More than a year after its February 2025 launch, &lt;em&gt;Civilization VII&lt;/em&gt; has refined its meta. The first tier lists were shaky — too many variables, too small a sample. Today, with tens of thousands of community playtime hours cumulated, &lt;strong&gt;some leaders clearly dominate&lt;/strong&gt;. Here’s our 2026 tier list based on CivFanatics, Pocket Tactics, Game8 analyses, and our own experience.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;S Tier (5 leaders)&lt;/strong&gt;: Confucius, Catherine the Great, Augustus, Ashoka, Himiko&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A Tier (4-5 leaders)&lt;/strong&gt;: Xerxes, Amina, Napoleon, Harriet Tubman, Benjamin Franklin&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;B Tier&lt;/strong&gt;: the rest, solid but situational&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;C Tier&lt;/strong&gt;: objectively weak leaders, to avoid&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Caveat&lt;/strong&gt;: Civ VII tier lists are more volatile than Civ V/VI — civs change per age, leader stays&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Since June (updates 1.4.1 to 1.5.0)&lt;/strong&gt;: no leader moves; the new leaders are not ranked yet&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;what-changed-since-the-june-update&quot;&gt;What changed since the June update&lt;/h2&gt;
&lt;p&gt;Three updates have shipped since our June revision: 1.4.1 (June 23), 1.4.2 (July 28) and 1.5.0 (September 15). &lt;strong&gt;No leader moves up or down&lt;/strong&gt;: the changes are systemic (governments, diplomacy, a new map), and none of them states a leader-specific figure we could rank on. Our &lt;a href=&quot;/en/jeux/civilization-7/&quot;&gt;Civilization 7 hub&lt;/a&gt; lists every article on the game.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Governments reworked (1.4.1).&lt;/strong&gt; Each government now has a passive, two reworked Celebrations and two exclusive Traditions, Traditions carry over between Ages, local happiness has five stages, and Celebrations drop from 10 to 6 turns on Standard speed (&lt;a href=&quot;/en/civilization-7-government-rework-1-4-1-strategic-guide-2026/&quot;&gt;government guide&lt;/a&gt;). Your government choice weighs more than before, so the leader-government pairing is worth testing: the Classical Republic pays +4 Culture in Joyous Cities and Despotism gives +2 Science per conquered Settlement, which makes a culture-first leader like Catherine the Great or a conqueror like Ashoka the obvious candidates. We have not measured those pairings, so the tiers stay as they are.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Diplomacy (1.4.2 and 1.5.0).&lt;/strong&gt; Peace deals can now include gold and influence, Reconciliation opens as soon as a leader turns unfriendly, and individual victory conditions can be switched off again (&lt;a href=&quot;/en/civilization-7-update-1-4-2-peace-deals-diplomacy-2026/&quot;&gt;1.4.2 article&lt;/a&gt;). Version 1.5.0 lets you pay influence to stay neutral when an ally goes to war (&lt;a href=&quot;/en/civilization-7-150-update-true-start-location-earth-2026/&quot;&gt;1.5.0 article&lt;/a&gt;). In principle this helps diplomatic profiles such as Himiko or Amina, but the amounts are fixed per Age and may prove modest, so we do not move them.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;True Start Location Earth map (1.5.0).&lt;/strong&gt; It is Huge-size only and starts in Antiquity, and your civilization’s position is fixed by geography (&lt;a href=&quot;/en/civilization-7-150-update-true-start-location-earth-2026/&quot;&gt;1.5.0 article&lt;/a&gt;). It is a special mode: this ranking still describes standard maps, where Antiquity civilization choice does not tie you to a place.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;new-leaders-too-early-to-rank&quot;&gt;New leaders: too early to rank&lt;/h3&gt;
&lt;p&gt;Four leaders arrived since June. We have not played enough of them to justify a tier, and the sources we used describe their abilities without measuring them.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Toyotomi Hideyoshi&lt;/strong&gt; (Brush &amp;#x26; Blade part 1, with Heian and Sengoku Japan): see the &lt;a href=&quot;/en/civilization-vii-update-141-brush-blade-japan-2026/&quot;&gt;1.4.1 article&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Yi Sun-sin&lt;/strong&gt; (Brush &amp;#x26; Blade part 2, with Goryeo and Joseon): a naval leader whose value depends on whether the sea becomes a real front. See the &lt;a href=&quot;/en/civilization-7-brush-blade-phase-2-yi-sun-sin-goryeo-joseon-korea-2026/&quot;&gt;part 2 preview&lt;/a&gt; and the &lt;a href=&quot;/en/civilization-7-update-1-4-2-peace-deals-diplomacy-2026/&quot;&gt;1.4.2 article&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Elizabeth I&lt;/strong&gt; (Hall of History): a Cultural and Economic leader whose Royal Monopoly removes the range limit on Trade Routes, at the cost of land combat strength that falls with each Age (&lt;a href=&quot;/en/civilization-7-hall-of-history-collection-washington-elizabeth-babylon-2026/&quot;&gt;Hall of History article&lt;/a&gt;).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;George Washington&lt;/strong&gt; (Hall of History): a Diplomatic and Expansionist leader who gains a Migrant in his Capital at each Celebration (&lt;a href=&quot;/en/civilization-7-hall-of-history-collection-washington-elizabeth-babylon-2026/&quot;&gt;Hall of History article&lt;/a&gt;).&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Hall of History also adds Babylon, the Gauls and England as civilizations, covered in the same article.&lt;/p&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-1.webp&quot; alt=&quot;Civilization 7 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-1-480w.webp 480w, /images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-1-800w.webp 800w, /images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-what-changed-since-the-june-update&quot;&gt;What changed since the June update&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-how-to-read-this-tier-list&quot;&gt;How to read this tier list&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-s-tier-the-dominant-leaders&quot;&gt;S Tier: the dominant leaders&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-a-tier-strong-but-situational&quot;&gt;A Tier: strong but situational&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-b-tier-solid-without-being-top&quot;&gt;B Tier: solid without being top&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-c-tier-avoid-in-competitive&quot;&gt;C Tier: avoid in competitive&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-leader-civilization-combinations&quot;&gt;Leader × civilization combinations&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;how-to-read-this-tier-list&quot;&gt;How to read this tier list&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-2.webp&quot; alt=&quot;Civilization 7 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-2-480w.webp 480w, /images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-2-800w.webp 800w, /images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Civilization VII&lt;/strong&gt; has a structural quirk: you play &lt;strong&gt;3 different civilizations&lt;/strong&gt; within the same game, one per age (Antiquity, Exploration, Modern). Your &lt;strong&gt;leader stays the same&lt;/strong&gt; throughout. Consequence: &lt;strong&gt;the leader has more long-term impact&lt;/strong&gt; than the chosen civ.&lt;/p&gt;
&lt;p&gt;Our ranking is based on:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Leader bonuses&lt;/strong&gt; stable over 500 turns&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Adaptability&lt;/strong&gt; to multiple victory types&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Synergy&lt;/strong&gt; with multiple civs per age&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Community feedback&lt;/strong&gt; 2025-2026 (Reddit r/civ, CivFanatics, Pocket Tactics forums)&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;s-tier-the-dominant-leaders&quot;&gt;S Tier: the dominant leaders&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-3.webp&quot; alt=&quot;Civilization 7 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-3-480w.webp 480w, /images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-3-800w.webp 800w, /images/articles/civilization-vii-tierlist-civilisations-meilleurs-leaders-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Confucius&lt;/strong&gt; ⭐⭐⭐⭐⭐
Considered &lt;strong&gt;near broken&lt;/strong&gt;. Massive science bonus coupled with huge civ-choice versatility. Giant cities pumping science every turn. Crowned “reference leader” by most guides.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Preferred victory&lt;/strong&gt;: Science&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ideal civ per age&lt;/strong&gt;: Han (Antiquity), Abbasid (Exploration), Modern wild card&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Catherine the Great&lt;/strong&gt; ⭐⭐⭐⭐⭐
Rare excellence: &lt;strong&gt;cultural victory without sacrificing tech&lt;/strong&gt;. Science bonus via her cultural output — she unlocks techs and civics in parallel. Flexible, strong from turn 30 to turn 500.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Preferred victory&lt;/strong&gt;: Cultural&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ideal civ&lt;/strong&gt;: Normans, French (depending on age)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Augustus&lt;/strong&gt; ⭐⭐⭐⭐⭐
&lt;strong&gt;+2 production in the capital per town built&lt;/strong&gt;, +50% gold for urban purchases. Rapid expansion, map covered with towns feeding the capital. Versatile across all victories.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Preferred victory&lt;/strong&gt;: Production (domination OR wonders)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ideal civ&lt;/strong&gt;: Romans (Antiquity), Normans, Mongols&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Ashoka (World Conqueror)&lt;/strong&gt; ⭐⭐⭐⭐⭐
The military leader &lt;em&gt;who isn’t militarily obligated&lt;/em&gt;. Very solid conquest bonuses but his stats also enable peaceful victories. &lt;strong&gt;S-tier thanks to his double profile&lt;/strong&gt;.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Preferred victory&lt;/strong&gt;: Domination&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ideal civ&lt;/strong&gt;: Mauryan (Antiquity), then Mongol/Aksumite&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Himiko (Queen of Wa)&lt;/strong&gt; ⭐⭐⭐⭐⭐
Queen of Wa — pure versatility. Few massive bonuses but &lt;strong&gt;exceptional adaptability&lt;/strong&gt; between culture and diplomacy. Beloved by players who change plans mid-game.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Preferred victory&lt;/strong&gt;: Diplomatic / Cultural&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ideal civ&lt;/strong&gt;: Meiji Japan (Modern)&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;a-tier-strong-but-situational&quot;&gt;A Tier: strong but situational&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Xerxes (King of Kings)&lt;/strong&gt; — A+
Excellent late-game science bonus, better in Modern Age than Antiquity.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Amina&lt;/strong&gt; — A
Strong in trade/diplomacy, perfect if your strategy revolves around city-states.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Napoleon Bonaparte&lt;/strong&gt; — A
Classic military bonuses, effective but less versatile than Ashoka.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Benjamin Franklin&lt;/strong&gt; — A
Science and wonder focus, but less “open” than Confucius who plays with any civ.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Harriet Tubman&lt;/strong&gt; — A
Exploration + late-game science, excellent on Tide of Empires maps.&lt;/p&gt;
&lt;h3 id=&quot;b-tier-solid-without-being-top&quot;&gt;B Tier: solid without being top&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;José Rizal&lt;/strong&gt; — good scientist, defensive gaps&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Machiavelli&lt;/strong&gt; — diplomatic but sometimes frustrating against aggressive AI&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Isabella&lt;/strong&gt; — powerful religious but religion meta weakened in 2026&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Tecumseh&lt;/strong&gt; — territorial defense, good vs AI but limited competitively&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Frederick the Great&lt;/strong&gt; — classic military, eclipsed by Napoleon&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;c-tier-avoid-in-competitive&quot;&gt;C Tier: avoid in competitive&lt;/h3&gt;
&lt;p&gt;These leaders suffer from &lt;strong&gt;miscalibrated or overly situational bonuses&lt;/strong&gt; after 2025-2026 patches:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Charlemagne&lt;/strong&gt; — too religion-dependent (weakened meta)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Pachacuti&lt;/strong&gt; — mountain-specific bonuses that block expansion&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Trung Trac&lt;/strong&gt; — military but without the solid bonuses of Ashoka or Napoleon&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Important note&lt;/strong&gt;: “C” leaders aren’t unplayable, just &lt;strong&gt;suboptimal&lt;/strong&gt; on Hard/Deity. On easier modes, any leader can win.&lt;/p&gt;
&lt;h3 id=&quot;leader--civilization-combinations&quot;&gt;Leader × civilization combinations&lt;/h3&gt;
&lt;p&gt;Some community-validated meta combos:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;








































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Leader&lt;/th&gt;&lt;th&gt;Antiquity Civ&lt;/th&gt;&lt;th&gt;Exploration Civ&lt;/th&gt;&lt;th&gt;Modern Civ&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Confucius (Science)&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Han&lt;/td&gt;&lt;td&gt;Abbasid&lt;/td&gt;&lt;td&gt;Russia&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Augustus (Production)&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Rome&lt;/td&gt;&lt;td&gt;Normans&lt;/td&gt;&lt;td&gt;Mongol&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Catherine (Cultural)&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Greeks&lt;/td&gt;&lt;td&gt;French&lt;/td&gt;&lt;td&gt;Meiji Japan&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Ashoka (Military)&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Mauryan&lt;/td&gt;&lt;td&gt;Aksumite&lt;/td&gt;&lt;td&gt;American&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Himiko (Diplomatic)&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Han&lt;/td&gt;&lt;td&gt;Khmer&lt;/td&gt;&lt;td&gt;Meiji Japan&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;Experiment — Civ VII’s charm lies precisely in the &lt;strong&gt;variety of transitions&lt;/strong&gt; between civs.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;This tier list will evolve with upcoming patches — we update it every 6 months.&lt;/p&gt;
&lt;h2 id=&quot;see-also&quot;&gt;See also&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/civilization-7/&quot;&gt;All our Civilization 7 articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-government-rework-1-4-1-strategic-guide-2026/&quot;&gt;Civilization VII 1.4.1: the government rework&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-150-update-true-start-location-earth-2026/&quot;&gt;Civilization VII 1.5.0: the True Start Location Earth map&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/civilization-7-hall-of-history-collection-washington-elizabeth-babylon-2026/&quot;&gt;Civilization VII Hall of History: Washington, Elizabeth I and Babylon&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/1295660/Sid_Meiers_Civilization_VII/&quot;&gt;Official Steam page for Civilization 7&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://civilization.2k.com/civ-vii/&quot;&gt;Official Civilization 7 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category><category>tour-par-tour</category></item><item><title>Victoria 3 Beginner Guide 2026: Version 1.15 and First Steps</title><link>https://after-strategy.com/en/complete-beginner-guide-victoria-3-2026-version-1-13/</link><guid isPermaLink="true">https://after-strategy.com/en/complete-beginner-guide-victoria-3-2026-version-1-13/</guid><description>Victoria 3 beginner guide for 2026: current version 1.15, what changed for new players, DLC you do not need, best first countries and the first decisions in order.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;The current version of Victoria 3 is &lt;strong&gt;1.15&lt;/strong&gt;, released on 5 November 2026, and it is a good moment to start: wars now end more sensibly, the early economy is calmer and the interface explains itself better. This guide tells you which version and DLC you need, which country to pick first and what to do in your first hour.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Key points:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Version&lt;/strong&gt;: 1.15 “Ivan-Chai/Fireweed” (5 November 2026). 1.13 (28 April 2026) is the previous release.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;DLC needed&lt;/strong&gt;: none. The base game is enough to learn.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;First countries&lt;/strong&gt;: Belgium or Sweden, then Dai Nam if you want something different.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;First goal&lt;/strong&gt;: build construction capacity and industrialize, not conquer.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Save warning&lt;/strong&gt;: 1.15 does not load older saves.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-1.webp&quot; alt=&quot;Victoria 3 official screenshot illustrating the beginner guide 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-1-480w.webp 480w, /images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-1-800w.webp 800w, /images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;victoria-3-in-2026-which-version-and-is-it-worth-starting&quot;&gt;Victoria 3 in 2026: which version, and is it worth starting?&lt;/h2&gt;
&lt;p&gt;Victoria 3 launched on 25 October 2022. Four years on, Paradox keeps shipping a big free update with each paid pack. The recent releases, according to Paradox’s Steam news and the game’s wiki:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;


































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Version&lt;/th&gt;&lt;th&gt;Date&lt;/th&gt;&lt;th&gt;Paid content&lt;/th&gt;&lt;th&gt;What it is&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;1.12&lt;/td&gt;&lt;td&gt;11 December 2025&lt;/td&gt;&lt;td&gt;Iberian Twilight&lt;/td&gt;&lt;td&gt;Spain and Portugal pack&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1.13 “Matcha”&lt;/td&gt;&lt;td&gt;28 April 2026&lt;/td&gt;&lt;td&gt;The Great Wave&lt;/td&gt;&lt;td&gt;Navy overhaul, Japan&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1.14&lt;/td&gt;&lt;td&gt;September to October 2026&lt;/td&gt;&lt;td&gt;none&lt;/td&gt;&lt;td&gt;Open beta of the AI and war support rework only&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;1.15 “Ivan-Chai/Fireweed”&lt;/td&gt;&lt;td&gt;5 November 2026&lt;/td&gt;&lt;td&gt;State and Revolution&lt;/td&gt;&lt;td&gt;AI, war support, infamy, copper, cold, Russia&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;1.14 never shipped as a public release: Paradox ran it as an open beta and merged it into 1.15 (see Dev Diary #191). So if you read “vic 3 1.13” tutorials, the basics still hold, but several numbers and war rules have changed. Our &lt;a href=&quot;/en/victoria-3-update-1-13-great-wave-naval-overhaul-april-2026/&quot;&gt;1.13 analysis&lt;/a&gt; and &lt;a href=&quot;/en/victoria-3-patch-1-15-free-update-all-players-2026/&quot;&gt;1.15 free update breakdown&lt;/a&gt; cover the details, and the &lt;a href=&quot;/en/jeux/victoria-3/&quot;&gt;Victoria 3 hub&lt;/a&gt; lists every guide.&lt;/p&gt;
&lt;p&gt;Is it worth it? The recent Steam reviews are Mixed (61% of 365 over 30 days) while the all-time score is Mostly Positive (70% of about 20,800), so expect a deep but demanding game. The &lt;a href=&quot;https://store.steampowered.com/app/529340/Victoria_3/&quot;&gt;Steam store page&lt;/a&gt; shows the base game at $49.99.&lt;/p&gt;
&lt;h2 id=&quot;what-115-changes-for-a-new-player&quot;&gt;What 1.15 changes for a new player&lt;/h2&gt;
&lt;p&gt;These are the changes from the official patch notes that matter in your first campaign:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;War support is rebuilt.&lt;/strong&gt; It now runs from 0% to 100% and moves up and down during the war. Countries no longer capitulate automatically when it runs out; two exhausted sides end in a stalemate. A defender can also choose to fight only to preserve the status quo.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Infamy is rebalanced.&lt;/strong&gt; Marginal states cost far less infamy, while conquering high-value land costs far more. Small land grabs are cheaper, big power grabs are not.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Buildings hire and pay more conservatively&lt;/strong&gt;, so they settle more easily at partial employment. Low standard of living also radicalizes pops more slowly, to avoid the five-year revolution cycles caused by unemployment.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Starting trade was reworked&lt;/strong&gt;, so major countries no longer start with severe market shortages. Each market can have up to four trade hubs.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;The Journal panel was overhauled&lt;/strong&gt;: objectives pinned at the top, search and filters, and each entry shows what triggers it. A &lt;strong&gt;Glossary&lt;/strong&gt; now explains historical terms.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;The Hungry Forties&lt;/strong&gt; now spawn closer to the middle of the 1840s and hit standard of living harder. Do not be surprised by a food crunch in that decade.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;AI behaviour&lt;/strong&gt;: AI countries only target places they can actually reach and are far less willing to give up core land.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Early Troopships&lt;/strong&gt; make overseas transport easier in the early game.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Saves from older versions do not work in 1.15, and mods must be updated by their authors.&lt;/p&gt;
&lt;h2 id=&quot;do-you-need-dlc-to-start-victoria-3&quot;&gt;Do you need DLC to start Victoria 3?&lt;/h2&gt;
&lt;p&gt;No. Start with the base game. Here is what the recent paid content adds, with Steam prices in US dollars:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;








































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Content&lt;/th&gt;&lt;th&gt;Release&lt;/th&gt;&lt;th&gt;Price&lt;/th&gt;&lt;th&gt;What it changes at the start&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;The Great Wave (expansion)&lt;/td&gt;&lt;td&gt;28 April 2026&lt;/td&gt;&lt;td&gt;$29.99&lt;/td&gt;&lt;td&gt;Japan, Ship Designer, gunboat diplomacy&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;State and Revolution (pack)&lt;/td&gt;&lt;td&gt;5 November 2026&lt;/td&gt;&lt;td&gt;$14.99&lt;/td&gt;&lt;td&gt;Russia: favorites, revolution; Congress Poland playable&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Iberian Twilight (pack)&lt;/td&gt;&lt;td&gt;11 December 2025&lt;/td&gt;&lt;td&gt;$9.99&lt;/td&gt;&lt;td&gt;Spain and Portugal&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Charters of Commerce (mechanics pack)&lt;/td&gt;&lt;td&gt;17 June 2025&lt;/td&gt;&lt;td&gt;$19.99&lt;/td&gt;&lt;td&gt;Mechanics pack&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Sphere of Influence (expansion)&lt;/td&gt;&lt;td&gt;24 June 2024&lt;/td&gt;&lt;td&gt;$29.99&lt;/td&gt;&lt;td&gt;Power blocs and the Great Game&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;Buy a pack only when you want to play the country it targets. If you are undecided, our &lt;a href=&quot;/en/victoria-3-best-dlc-what-to-buy-2026/&quot;&gt;Victoria 3 DLC buying guide&lt;/a&gt; compares prices and reception. The Century of Strife pack is announced for early 2027.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-2.webp&quot; alt=&quot;Victoria 3 official screenshot illustrating the beginner guide 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-2-480w.webp 480w, /images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-2-800w.webp 800w, /images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;best-first-countries-in-victoria-3&quot;&gt;Best first countries in Victoria 3&lt;/h2&gt;
&lt;p&gt;The wiki’s beginner advice is simple: choose a nation with no immediate threat that does not start at war. Avoid countries too large to manage or too small to act. Avoid those without coal or iron. PCGamesN adds: avoid landlocked countries. Within that frame:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;
























&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Country&lt;/th&gt;&lt;th&gt;Why it works&lt;/th&gt;&lt;th&gt;Watch out for&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Belgium&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Small and recognized; Wallonia has large coal and iron deposits; railways available at the start; France guarantees its independence for 10 years and Britain has a reciprocity treaty with it&lt;/td&gt;&lt;td&gt;Squeezed between three great powers; the 1838 London Conference event; low starting standard of living (10.1); few agricultural resources&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Sweden&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Good technology, 50.8% literacy, a solid army, Norway as a subject&lt;/td&gt;&lt;td&gt;Low population; long-term coal shortage; Russian pressure in the Baltic; no workers’ rights at start&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Dai Nam&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Wiki lists it among the countries recommended for the “Learn the Game” goal, and as the only unrecognized one&lt;/td&gt;&lt;td&gt;Under-developed economy, 8.8% literacy, irregular army, no navy&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;&lt;strong&gt;Our take:&lt;/strong&gt; start with Belgium if you want to learn construction and the market; pick Sweden if you prefer more room and a stronger army. The wiki pages for Belgium (checked up to 1.11) and the Netherlands (up to 1.12) may lag behind 1.15, so double check numbers in game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Netherlands, a common recommendation, is not an easy start.&lt;/strong&gt; The wiki calls it a “military minnow” weakened by Belgian secession, with an awkward diplomatic position. Earlier versions of this guide listed it as a beginner pick; we have moved it to the second-run list. France, the UK, Russia and the USA remain too broad for a first game.&lt;/p&gt;
&lt;h2 id=&quot;victoria-3-tutorial-your-first-decisions-in-order&quot;&gt;Victoria 3 tutorial: your first decisions, in order&lt;/h2&gt;
&lt;p&gt;The game starts paused. Take your time and go through this sequence:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Pick a goal.&lt;/strong&gt; PCGamesN suggests choosing an objective first; “Learn the Game” gives tutorial-style guidance.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Check diplomacy.&lt;/strong&gt; Identify neighbours, rivals and existing treaties. The wiki suggests a defensive pact or alliance with a great power in your region.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Review laws.&lt;/strong&gt; Per the wiki, Traditionalism, Isolationism and Serfdom hinder industrialization; Autocracy, Oligarchy and serfdom empower landowners. Change laws slowly: below 25 legitimacy you cannot enact them without movement support.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Set taxes.&lt;/strong&gt; The wiki recommends &lt;strong&gt;High&lt;/strong&gt; taxes at the start so construction is funded. The trade-off, from the tax table: High adds 50% radicals from political movements and cuts legitimacy by 10%. Keep standard of living above 10, because lower values hurt birth and death rates.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Build construction sectors first.&lt;/strong&gt; Construction points are the key resource. Concentrate on one or two states with iron and coal, then add a loop of wood, tools, iron and coal. Check the green projected profit before building.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Fix your production methods.&lt;/strong&gt; Look at which methods your buildings use and whether an upgrade pays off.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Open the Journal.&lt;/strong&gt; Active entries give objectives; the Potential tab shows more.&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id=&quot;the-classic-beginner-mistakes&quot;&gt;The classic beginner mistakes&lt;/h2&gt;
&lt;p&gt;Based on the wiki’s common mistakes list and the 1.15 changes:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Keeping everyone as peasants.&lt;/strong&gt; Subsistence peasants buy few goods; move pops into jobs.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Starting with low taxes.&lt;/strong&gt; That slows construction.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Hoarding gold.&lt;/strong&gt; A treasury pile does little; small surpluses or deficits stimulate the economy.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Spreading industry everywhere.&lt;/strong&gt; Dispersed industry loses efficiency to market access.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Letting bureaucracy go negative.&lt;/strong&gt; The tax waste penalty escalates quickly.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Using labour-saving methods that cause unemployment&lt;/strong&gt;, which hurts taxes and consumption.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Ignoring the Hungry Forties&lt;/strong&gt; and food supply around the mid-1840s.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Declaring an early war&lt;/strong&gt; with an army you have not checked: war support can now collapse and your forces weaken.&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-3.webp&quot; alt=&quot;Victoria 3 official screenshot illustrating the beginner guide 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-3-480w.webp 480w, /images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-3-800w.webp 800w, /images/articles/guide-complet-debuter-victoria-3-2026-version-1-13/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;a-realistic-learning-path&quot;&gt;A realistic learning path&lt;/h2&gt;
&lt;p&gt;There is no official hours figure, so treat this as an editorial suggestion. First campaign: Belgium or Sweden, aim to learn construction, taxes and pops, avoid large wars. Second campaign: the other starter, plus your first limited war now that war support is clearer. Later: the Netherlands, Prussia or Japan with The Great Wave, then a great power. If you want to improve the living conditions of your pops, our &lt;a href=&quot;/en/victoria-3-how-to-increase-standard-of-living-2026/&quot;&gt;standard of living guide&lt;/a&gt; is the natural next read. The &lt;a href=&quot;/en/victoria-3-ai-overhaul-patch-1-14-player-impact-2026/&quot;&gt;AI overhaul analysis&lt;/a&gt; explains what the AI does differently now.&lt;/p&gt;
&lt;p&gt;Good campaign. Victoria 3 is slower than a war game, and it rewards patience.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/news/app/529340&quot;&gt;Victoria 3 news on Steam (Dev Diaries #182, #191, #195, #196)&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/app/529340/Victoria_3/&quot;&gt;Victoria 3 Steam page&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://vic3.paradoxwikis.com/Beginner%27s_guide&quot;&gt;Wiki, Beginner’s guide&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://vic3.paradoxwikis.com/Taxes&quot;&gt;Wiki, Taxes&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://vic3.paradoxwikis.com/Belgium&quot;&gt;Wiki, countries: Belgium&lt;/a&gt;, &lt;a href=&quot;https://vic3.paradoxwikis.com/Sweden&quot;&gt;Sweden&lt;/a&gt;, &lt;a href=&quot;https://vic3.paradoxwikis.com/Netherlands&quot;&gt;Netherlands&lt;/a&gt;, &lt;a href=&quot;https://vic3.paradoxwikis.com/Dai_Nam&quot;&gt;Dai Nam&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://vic3.paradoxwikis.com/State_and_Revolution&quot;&gt;Wiki, State and Revolution&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Victoria_3&quot;&gt;Wikipedia: Victoria 3&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;a href=&quot;https://www.pcgamesn.com/victoria-3/beginners-guide&quot;&gt;PCGamesN: Victoria 3 beginner’s guide&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category></item><item><title>Best HOI4 Mods 2026: Top 10 (Kaiserreich, TNO, Millennium Dawn)</title><link>https://after-strategy.com/en/top-10-best-hearts-of-iron-iv-mods-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/top-10-best-hearts-of-iron-iv-mods-2026/</guid><description>Our ranking of the 10 best HOI4 mods in 2026: Kaiserreich, The New Order, Millennium Dawn, Old World Blues, Road to 56, Equestria at War, and other must-haves.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Ten years after its release (see our &lt;a href=&quot;/en/hoi4-10-years-retrospective-paradox-decade-2026/&quot;&gt;HOI4 10-year retrospective&lt;/a&gt;), &lt;em&gt;Hearts of Iron IV&lt;/em&gt; remains &lt;strong&gt;the Paradox game with the richest mod ecosystem&lt;/strong&gt;. Over 60% of HOI4 playtime happens outside vanilla scenarios per Steam Workshop stats. In 2026, which 10 mods are must-tries? Our ranking.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;2 monument mods&lt;/strong&gt; (Kaiserreich, TNO) that almost amount to a second base game&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;3 “context” mods&lt;/strong&gt; changing era or universe (Millennium Dawn, Old World Blues, The Great War Redux)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;3 “extension” mods&lt;/strong&gt; that improve vanilla (Road to 56, Black ICE, Fuhrerreich)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2 “hidden gem” mods&lt;/strong&gt; often underrated (Equestria at War, Red Flood)&lt;/li&gt;
&lt;li&gt;All &lt;strong&gt;100% free&lt;/strong&gt; via the Steam Workshop&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Updated November 2026:&lt;/strong&gt; we re-checked every mod on its Steam Workshop page (last-update dates and supported game versions). All ten have an actively maintained Workshop release: Kaiserreich (27 Oct), Red Flood (1 Nov), Old World Blues (3 Nov), Millennium Dawn (27 Oct), Equestria at War (28 Oct), The Great War Redux (28 Oct), Führerreich (31 Oct), Road to 56 (9 Oct), Black ICE (2 Aug) and The New Order (10 Jul). We corrected the descriptions of Red Flood, Führerreich and Road to 56, and replaced the “The Great War: American Dream” entry with The Great War Redux.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Prefer a shorter ranking organised by genre? See our &lt;a href=&quot;/en/hoi4-best-mods-2026-top-10-alternate-history/&quot;&gt;alternate history top 10 for HOI4&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-1.webp&quot; alt=&quot;Hearts of Iron 4 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-1-480w.webp 480w, /images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-1-800w.webp 800w, /images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-1-kaiserreich-legacy-of-the-weltkrieg&quot;&gt;#1 Kaiserreich: Legacy of the Weltkrieg&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-2-the-new-order-last-days-of-europe&quot;&gt;#2 The New Order: Last Days of Europe&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-3-millennium-dawn-modern-day-mod&quot;&gt;#3 Millennium Dawn: Modern Day Mod&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-4-old-world-blues&quot;&gt;#4 Old World Blues&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-5-road-to-56&quot;&gt;#5 Road to 56&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-6-equestria-at-war&quot;&gt;#6 Equestria at War&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-7-red-flood&quot;&gt;#7 Red Flood&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-8-fuhrerreich-legacy-of-the-great-war&quot;&gt;#8 Fuhrerreich: Legacy of the Great War&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-9-the-great-war-redux&quot;&gt;#9 The Great War Redux&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-10-black-ice&quot;&gt;#10 Black ICE&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-how-to-install-a-hoi4-mod&quot;&gt;How to install a HOI4 mod&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;1-kaiserreich-legacy-of-the-weltkrieg&quot;&gt;#1 Kaiserreich: Legacy of the Weltkrieg&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-2.webp&quot; alt=&quot;Hearts of Iron 4 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-2-480w.webp 480w, /images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-2-800w.webp 800w, /images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: uchronia. Germany won World War I in 1919. The British Empire crumbles, the US slides into its 1936 crisis, France is a Syndicalist Commune.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s #1&lt;/strong&gt;: nearly &lt;strong&gt;200 national focus trees&lt;/strong&gt;, hundreds of scripted events, a fully reconstructed coherent world. Considered by many as &lt;strong&gt;better than HOI4 vanilla&lt;/strong&gt;. The Steam Workshop page counts over 1.2 million subscribers.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: newcomers to mods and HOI4 veterans wanting their first uchronia. The Workshop page lists version 1.7 (18 September 2026) for HOI4 1.19.4 (Operation Postern).&lt;/p&gt;
&lt;h3 id=&quot;2-the-new-order-last-days-of-europe&quot;&gt;#2 The New Order: Last Days of Europe&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-3.webp&quot; alt=&quot;Hearts of Iron 4 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-3-480w.webp 480w, /images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-3-800w.webp 800w, /images/articles/top-10-meilleurs-mods-hearts-of-iron-iv-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: 1962 dystopia. Nazi Germany won the war but is collapsing under its contradictions. The USSR fragmented into warlords, America in civil war.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s iconic&lt;/strong&gt;: &lt;strong&gt;the darkest and most polished narrative&lt;/strong&gt; in the HOI4 ecosystem. Integrated visual novels, dense writing, nuanced historical representations. Not a “fun” mod — a political work.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: players who love narrative RPGs, dystopia, political writing. &lt;strong&gt;Warning: heavy content&lt;/strong&gt; (genocides, torture, totalitarianism). Not for everyone.&lt;/p&gt;
&lt;h3 id=&quot;3-millennium-dawn-modern-day-mod&quot;&gt;#3 Millennium Dawn: Modern Day Mod&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: contemporary world. The scenario starts in 2000 and runs into the modern day and beyond: globalization, rising extremism, shifting power blocs.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s a must&lt;/strong&gt;: &lt;strong&gt;HOI4 in today’s world&lt;/strong&gt;. Play the post-9/11 United States, Putin’s Russia, contemporary China. Focus trees integrate real-world events.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: players who want to step out of WWII. The Workshop page warns against mixing it with other mods unless they state compatibility; version 2.0.2 targets HOI4 1.19.&lt;/p&gt;
&lt;h3 id=&quot;4-old-world-blues&quot;&gt;#4 Old World Blues&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: Fallout crossover. Post-apocalyptic, radioactive, 2275. Enclave, NCR, Brotherhood of Steel in open war in the ruins of a destroyed America. Version 5.1.12c, listed for HOI4 1.19.*, with 47 national focus trees.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s unique&lt;/strong&gt;: &lt;strong&gt;radioactive mechanics&lt;/strong&gt; are one-of-a-kind. Mutant divisions, ghouls, radiation dose management. The retrofuturistic 1950s aesthetic is gorgeous.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: Fallout fans, post-apo aesthetics lovers. Excellent for a break between two serious vanilla runs.&lt;/p&gt;
&lt;h3 id=&quot;5-road-to-56&quot;&gt;#5 Road to 56&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: HOI4 vanilla extended. Same world, but the timeline runs to &lt;strong&gt;1956&lt;/strong&gt;, with a massively expanded tech tree and alternate-history paths for nearly every country.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s essential&lt;/strong&gt;: the mod Paradox should have integrated from day one. Minor nations get far more content than in vanilla. Since the &lt;em&gt;Peace for Our Time&lt;/em&gt; DLC (see our &lt;a href=&quot;/en/hoi4-peace-for-our-time-czechoslovakia-focus-pack-review/&quot;&gt;review&lt;/a&gt;) officialized the modder collab, R56 remains the reference for “minor nations.”&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: vanilla players wanting more variety without changing the universe. Compatible with most other mods.&lt;/p&gt;
&lt;h3 id=&quot;6-equestria-at-war&quot;&gt;#6 Equestria at War&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: My Little Pony crossover. Equine powers in conflict, friendship/conquest mechanics, pony factions.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why don’t judge a book by its cover&lt;/strong&gt;: contrary to appearances, &lt;strong&gt;it’s one of the most seriously designed HOI4 mods&lt;/strong&gt;. Dense political narrative, nuanced totalitarian system depictions, focus trees deeper than many paid DLCs. The community lovingly calls it “the mod that shouldn’t be good but is.”&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: open-minded players, curious about ambitious community mods. &lt;strong&gt;Don’t skip it&lt;/strong&gt; over the MLP theme.&lt;/p&gt;
&lt;h3 id=&quot;7-red-flood&quot;&gt;#7 Red Flood&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: alternate history in which the Russian Empire won a pyrrhic victory over Japan in 1905, the Great War ended with the red flag over Berlin, and the world of 1936 is built on that crisis of modernity.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s wild&lt;/strong&gt;: a &lt;strong&gt;very distinctive alternate 1936&lt;/strong&gt;, with revolutionary Italian nationalists holding Fiume since 1919 and a Europe reshaped by revolution. Still in active development (0.3.9 update, last updated 1 November 2026).&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: HOI4 veterans seeking something completely different. Expect a steep learning curve.&lt;/p&gt;
&lt;h3 id=&quot;8-fuhrerreich-legacy-of-the-great-war&quot;&gt;#8 Fuhrerreich: Legacy of the Great War&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: successor to the original Führerreich (formerly Führerredux). It began as an Entente-victory scenario written from the Kaiserreich world’s point of view, and is now a separate world with its own history.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why try it&lt;/strong&gt;: for those who’ve worn out Kaiserreich, Führerreich offers &lt;strong&gt;a fresh take&lt;/strong&gt; on a related premise. Smaller than Kaiserreich (about 63,000 subscribers) but still updated (31 October 2026). Do not confuse it with the older, defunct Workshop item of the same name.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: Kaiserreich fans wanting something new. Not ideal as a first uchronia mod.&lt;/p&gt;
&lt;h3 id=&quot;9-the-great-war-redux&quot;&gt;#9 The Great War Redux&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: World War I, with 1910 and 1914 scenarios. A standalone rework of Wolferos’ original Great War mod, no longer requiring it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s unique&lt;/strong&gt;: &lt;strong&gt;the reference WWI mod&lt;/strong&gt; for HOI4. New focus trees for around 20 nations, new First World War unit models, new technology branches. Perfect for recreating the Great War on the Entente or Central side.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: WWI enthusiasts, amateur historians. Less “fun” than more fanciful mods but very educational.&lt;/p&gt;
&lt;h3 id=&quot;10-black-ice&quot;&gt;#10 Black ICE&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Setting&lt;/strong&gt;: HOI4 vanilla but &lt;strong&gt;hardcore&lt;/strong&gt;. Every battle is decisive, every equipment matters, every division has 10x more granularity.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s a school&lt;/strong&gt;: the mod for &lt;strong&gt;realism obsessives&lt;/strong&gt;. You won’t win in 6 months with Germany — Barbarossa can actually fail. Campaign time 2-3x longer.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For whom&lt;/strong&gt;: HOI4 veterans who find vanilla too easy. &lt;strong&gt;Warning: brutal learning curve&lt;/strong&gt;. Accompany it with the Black ICE wiki guide. The Workshop page lists v12.1.0 for HOI4 1.19.2, English only, and asks you to run it without other mods.&lt;/p&gt;
&lt;h3 id=&quot;how-to-install-a-hoi4-mod&quot;&gt;How to install a HOI4 mod&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Open HOI4&lt;/strong&gt; and click “Mods” in the main menu&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Go to Steam Workshop&lt;/strong&gt; (steamcommunity.com/app/394360/workshop/) and search for the mod&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Click “Subscribe”&lt;/strong&gt; — the mod downloads automatically&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Back in HOI4&lt;/strong&gt; → Mods → check the mod → Click “Play”&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Conflicts&lt;/strong&gt;: don’t enable multiple &lt;em&gt;total conversions&lt;/em&gt; (Kaiserreich + TNO + Millennium Dawn) simultaneously. Light extensions (Road to 56, Black ICE) can sometimes coexist with conversions — read the description first.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;To go deeper on HOI4, see our &lt;a href=&quot;/en/hoi4-10-years-retrospective-paradox-decade-2026/&quot;&gt;10-year retrospective&lt;/a&gt;, our &lt;a href=&quot;/en/hoi4-peace-for-our-time-czechoslovakia-focus-pack-review/&quot;&gt;Peace for Our Time review&lt;/a&gt;, our &lt;a href=&quot;/en/hoi4-main-dlc-guide-2024/&quot;&gt;main DLC guide&lt;/a&gt;, and our &lt;a href=&quot;/en/hoi4-best-mods-2024-complete-guide/&quot;&gt;best mods 2024 complete guide&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Happy modding&lt;/strong&gt; — and remember: HOI4’s strength in 2026 is as much its DLC catalog as this community ecosystem without equivalent on PC.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/394360/Hearts_of_Iron_IV/&quot;&gt;Official Steam page for Hearts of Iron 4&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.paradoxinteractive.com/games/hearts-of-iron-iv&quot;&gt;Official Hearts of Iron 4 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category></item><item><title>Total War Warhammer 3 Tier List 2026: Best Factions After Patch 9.0.5</title><link>https://after-strategy.com/en/total-war-warhammer-3-factions-tier-list-immortal-empires-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/total-war-warhammer-3-factions-tier-list-immortal-empires-2026/</guid><description>Immortal Empires factions ranked S to C for Legendary, revised November 10, 2026 for patch 9.0.5: Norsca moves up to B, Vampire Counts hold A, Nagash stays unranked.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Patch 9.0.5 for &lt;em&gt;Total War: Warhammer 3&lt;/em&gt; landed on November 3, 2026. It rewrites victory rewards, rebalances Vampire Lairs and adds a new difficulty setting for end-game scenarios. What it does not do is reshuffle the Immortal Empires pecking order. This tier list, revised on November 10, 2026, moves exactly one faction: Norsca, lifted out of C by the &lt;em&gt;Tides of Torment&lt;/em&gt; DLC.&lt;/p&gt;
&lt;p&gt;The ranking targets solo Immortal Empires campaigns on Very Hard and Legendary. It is built from official patch notes, the Steam pages of each DLC and specialist press coverage, not from a fresh playthrough of every faction since 9.0.5.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The November 2026 ranking at a glance:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;S tier&lt;/strong&gt;: Clan Skryre, Warriors of Chaos, Clan Eshin, High Elves, Chaos Dwarfs&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A tier&lt;/strong&gt;: Greenskins, Kislev, Dwarfs, Vampire Counts, Empire&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;B tier&lt;/strong&gt;: Lizardmen, Wood Elves, Khorne, Nurgle, Tomb Kings, &lt;strong&gt;Norsca (up from C)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;C tier&lt;/strong&gt;: Vampire Coast, Bretonnia&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Not ranked yet&lt;/strong&gt;: Nagash, Grand Cathay, Dark Elves, Ogre Kingdoms, Tzeentch, Slaanesh, Beastmen, Daemons of Chaos&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;what-patches-90-to-905-changed-for-the-ranking&quot;&gt;What patches 9.0 to 9.0.5 changed for the ranking&lt;/h2&gt;
&lt;p&gt;Update 9.0 and the &lt;a href=&quot;/en/total-war-warhammer-3-lords-of-the-end-times-four-lords-launch-guide-2026/&quot;&gt;Lords of the End Times&lt;/a&gt; DLC shipped on September 24, 2026. Five patches have followed, up to 9.0.5. Here is what matters for a tier list, and how we handled each change.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Victory rewards and end games (9.0.5).&lt;/strong&gt; Unique lords and heroes earned as victory rewards now arrive at rank 20, with rare items and a unique trait. New campaigns get an “Endgame Difficulty: Legendary” checkbox, and AI factions should hold up better against end-game scenarios (&lt;a href=&quot;https://steamcommunity.com/games/1142710/announcements/detail/671758364879883268&quot;&gt;patch 9.0.5 notes&lt;/a&gt;, &lt;a href=&quot;https://patchbeat.net/patch-notes/total-war-warhammer-iii-patch-9-0-5-notes/&quot;&gt;Patchbeat summary&lt;/a&gt;). That shapes the closing stretch of a campaign, not the order of factions.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Vampire Counts (9.0, then 9.0.5).&lt;/strong&gt; The free 9.0 rework makes Raise Dead the standard way to recruit, paid in Corpses or Blood. Some settlements also hide Vampire Lairs that awaken a new Vampire Lord (&lt;a href=&quot;https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/103&quot;&gt;Creative Assembly blog&lt;/a&gt;, &lt;a href=&quot;https://allthings.how/total-war-warhammer-3-vampire-counts-rework-every-new-mechanic-in-update-9-0/&quot;&gt;AllThings.How breakdown&lt;/a&gt;). Patch 9.0.5 rebalances those Lairs, turns Lahmia into a 10-slot settlement and doubles the Manipulation Neferata gets from Vampire Covens. We keep them in A: the way they play changed more than their rank.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Archaon subjugates Chaos (9.0).&lt;/strong&gt; When he beats a Chaos legendary lord, Archaon can now subjugate him. A Warriors of Chaos lord joins his faction along with his settlements. A single-god lord such as Skarbrand or Ku’gath joins his roster, and his lands pass to a vassal (&lt;a href=&quot;https://steamcommunity.com/games/1142710/announcements/detail/681887024995632446&quot;&gt;9.0 notes&lt;/a&gt;, &lt;a href=&quot;https://www.gamingideology.com/total-war-warhammer-3-update-9-0-patch-notes/&quot;&gt;GamingIdeology&lt;/a&gt;). One more reason to keep Warriors of Chaos in S.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Regiments of Renown capped (9.0).&lt;/strong&gt; Every army now has a limit: 2 for a lord at first, rising to 8 for a legendary lord as he ranks up. Armies made entirely of Regiments of Renown are gone, for players and the AI alike, without pushing anyone into another tier.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Norsca climbs from C to B.&lt;/strong&gt; The full reasoning sits in the B tier section.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Nagash is still being tuned.&lt;/strong&gt; Patch 9.0.3 on October 9 eased his economy: lower upkeep in the Black Pyramid, higher post-battle income on lower difficulties. It also relaxed the Mortarch subjugation objectives (&lt;a href=&quot;https://steamcommunity.com/games/1142710/announcements/detail/671756462640334976&quot;&gt;9.0.3 notes&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamesn.com/total-war-warhammer-3/update-nagash-campaign-improvements&quot;&gt;PCGamesN&lt;/a&gt;). Patch 9.0.4 continued that work on October 15. Three patches between October 9 and November 3, 2026: he stays unranked.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Sieges have not changed yet.&lt;/strong&gt; The rework tested in beta, without pocket ladders, is absent from 9.0.5 (&lt;a href=&quot;/en/total-war-warhammer-3-patch-9-1-siege-rework-immortal-empires-2026/&quot;&gt;our patch 9.1 explainer&lt;/a&gt;). Factions that live off taking cities keep their rank until it ships.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-1.webp&quot; alt=&quot;Total War: Warhammer 3 battle with a Grand Cathay army, a giant terracotta statue and a sky-lantern balloon facing a daemon horde&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-1-480w.webp 480w, /images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-1-800w.webp 800w, /images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;how-to-read-this-tier-list&quot;&gt;How to read this tier list&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;What we weigh&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Opening&lt;/strong&gt; in Immortal Empires: hostile neighbours, resources, room for error in the first turns&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Roster&lt;/strong&gt;: depth, synergies, elite units&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Faction mechanics&lt;/strong&gt; and how well they scale over a long campaign&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Legendary lord&lt;/strong&gt; and the alternatives within the faction&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Difficulty&lt;/strong&gt; on Very Hard and Legendary&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These tiers are about &lt;strong&gt;solo campaigns&lt;/strong&gt;. Competitive multiplayer has its own hierarchy: a unit that wins 1v1 duels is not enough to carry a long campaign.&lt;/p&gt;
&lt;h2 id=&quot;s-tier-the-strongest-legendary-campaigns&quot;&gt;S tier: the strongest Legendary campaigns&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Clan Skryre (Ikit Claw).&lt;/strong&gt; Introduced in Warhammer 2’s &lt;em&gt;The Prophet &amp;#x26; The Warlock&lt;/em&gt; DLC, Ikit Claw revolves around the Forbidden Workshop. You spend Warp-Fuel and Food there to upgrade Doomwheels, Doom-Flayers and weapon teams, and to build Doomrockets (&lt;a href=&quot;https://store.steampowered.com/app/965220/&quot;&gt;DLC Steam page&lt;/a&gt;). Add Warplock Jezzails and Ratling Guns and you get the most complete ranged army the Skaven have. The risk: two resources to juggle at once, and an army that crumbles if the enemy reaches it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Warriors of Chaos (Archaon).&lt;/strong&gt; The warband system lets mortal units climb the ranks, from Marauders up to Chaos Knights and Chosen. Lords and heroes can ascend to Daemon Prince too (&lt;a href=&quot;https://store.steampowered.com/app/1824060/&quot;&gt;Champions of Chaos page&lt;/a&gt;). Since 9.0, every Chaos lord Archaon beats can feed his empire instead of simply vanishing. No campaign rewards aggressive expansion more.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Clan Eshin (Deathmaster Snikch).&lt;/strong&gt; Coming from &lt;em&gt;The Shadow &amp;#x26; The Blade&lt;/em&gt; (December 2019), the assassin clan fields Eshin Triads and Gutter Runners (&lt;a href=&quot;https://store.steampowered.com/app/1158180/&quot;&gt;Steam page&lt;/a&gt;). On the campaign map, its Shadowy Dealings hit rival factions without moving an army. Windows Central saw it as a faction that could win over players who had ignored the Skaven.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;High Elves (Alarielle, Tyrion).&lt;/strong&gt; Slow to start, very strong afterwards. Alarielle brings the Sisters of Avelorn, elite archers, while Dragon Princes and Silver Helms cover the cavalry. Best suited to players who accept a careful first half of the campaign.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Chaos Dwarfs.&lt;/strong&gt; &lt;em&gt;Forge of the Chaos Dwarfs&lt;/em&gt; (April 13, 2023) delivered a complete race: the Tower of Zharr, the Great Drill of Hashut, Labour, war machine trains and K’daai Destroyers (&lt;a href=&quot;https://store.steampowered.com/app/2059190/&quot;&gt;Steam page&lt;/a&gt;). The catch: Windows Central called it a rewarding challenge for veterans and decidedly not newcomer friendly (&lt;a href=&quot;https://www.windowscentral.com/gaming/pc-gaming/total-war-warhammer-3-forge-of-the-chaos-dwarfs-review-a-rewarding-challenge-for-veteran-players&quot;&gt;review&lt;/a&gt;). S on Legendary, provided you already know the game.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-2.webp&quot; alt=&quot;Total War: Warhammer 3 dragon breathing fire on winged daemons above a canyon&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-2-480w.webp 480w, /images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-2-800w.webp 800w, /images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;a-tier-strong-with-known-weak-spots&quot;&gt;A tier: strong, with known weak spots&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Greenskins (Grimgor)&lt;/strong&gt; — A+. Black Orcs hold the line, and the Waaagh! rewards armies that keep fighting. Of everything in this tier, it is the campaign that forgives mistakes most readily.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Kislev (Tzarina Katarin)&lt;/strong&gt; — A. A flexible roster, Ice Guard for the infantry, Lore of Ice for Katarin herself. Kislev’s real problem is its exposed position in the north.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dwarfs (Thorgrim)&lt;/strong&gt; — A. Ironbreakers, Gyrocopters and artillery: a slow but safe campaign, paced by the Grudges.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Vampire Counts (Vlad, Mannfred, Isabella, Neferata)&lt;/strong&gt; — A. The 9.0 rework gave them Raise Dead recruitment and lords awakened from Vampire Lairs. Patch 9.0.5 rebalances those Lairs without changing what the faction is. Neferata, free since 9.0, plays through the Web of Power and her Covens.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Empire (Karl Franz)&lt;/strong&gt; — A. Reiksguard, Demigryph Knights and Steam Tanks. The central start is demanding. Boris Todbringer, a lord added by the same DLC as Nagash, offers another way into the faction.&lt;/p&gt;
&lt;h2 id=&quot;b-tier-playable-with-a-clear-weakness&quot;&gt;B tier: playable, with a clear weakness&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Lizardmen&lt;/strong&gt; (Mazdamundi): top-tier magic and geomantic buildings, a less flexible roster than the tiers above&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Wood Elves&lt;/strong&gt; (Durthu): a niche faction, very strong within its style&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Khorne&lt;/strong&gt;: hits hard, but everything hinges on melee&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Nurgle&lt;/strong&gt; (Ku’gath): tough, slow armies and a campaign of patience&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Tomb Kings&lt;/strong&gt; (Settra): a solid roster with an economy unlike anyone else’s&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Norsca (up from C)&lt;/strong&gt;: Wulfrik, Throgg and now Sayl&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Why Norsca moves up.&lt;/strong&gt; We had Norsca in C because its roster was too thin. The &lt;a href=&quot;/en/total-war-warhammer-3-norsca-tides-of-torment-dlc/&quot;&gt;Tides of Torment&lt;/a&gt; DLC, released on December 4, 2025, added a Norscan legendary lord, Sayl the Faithless (&lt;a href=&quot;https://www.pcgamesn.com/total-war-warhammer-3/tides-of-torment-delay-apology-campaign-ai-bugs&quot;&gt;PCGamesN&lt;/a&gt;). His pack brings shock cavalry (Kurgan Horsemen), infantry (Marauder Bearmen) and monsters such as the Chimera and the Curs’d Ettin. It also adds his Manipulations and a Dark Ritual built around Chaos Altars (&lt;a href=&quot;https://store.steampowered.com/app/3450970/&quot;&gt;Steam page&lt;/a&gt;). Wulfrik remains a demanding start; the faction as a whole no longer belongs in C.&lt;/p&gt;
&lt;h2 id=&quot;c-tier-demanding-on-legendary&quot;&gt;C tier: demanding on Legendary&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Vampire Coast&lt;/strong&gt;: an economy of Pirate Coves and Treasure Maps, an army that leans on gunpowder (Deck Gunners, Necrofex Colossus) and on the coastline&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bretonnia&lt;/strong&gt; (Louen): everything rests on chivalry and the knights, while the infantry struggles to keep up&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These factions are &lt;strong&gt;not unplayable&lt;/strong&gt;. They need more planning because their strength rests on a single pillar: the sea for one, the charge for the other.&lt;/p&gt;
&lt;h2 id=&quot;not-ranked-yet-nagash-grand-cathay-and-the-rest&quot;&gt;Not ranked yet: Nagash, Grand Cathay and the rest&lt;/h2&gt;
&lt;p&gt;This list does not grade every Immortal Empires race yet. Rather than drop a faction into a tier at random, we list each one with its latest documented change.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Nagash&lt;/strong&gt;: the most ambitious campaign in the DLC, and the most patched since (9.0.3, 9.0.4, 9.0.5). He will be ranked once his numbers settle.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Grand Cathay&lt;/strong&gt;: Update 8.0, released on May 21, 2026, split its tech tree into Military and Provinces branches alongside the Bhashiva pack (&lt;a href=&quot;/en/total-war-warhammer-3-bhashiva-character-pack-grand-cathay-rework-2026/&quot;&gt;our Grand Cathay article&lt;/a&gt;).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Dark Elves&lt;/strong&gt;: patch 9.0.5 turns Crone Hellebron’s Blood Frenzy into a passive ability that builds while she stays in melee.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ogre Kingdoms, Tzeentch, Slaanesh, Beastmen, Daemons of Chaos&lt;/strong&gt;: not assessed in this ranking yet.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-3.webp&quot; alt=&quot;Total War: Warhammer 3 Grand Cathay pagoda among rock spires and floating islands&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-3-480w.webp 480w, /images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-3-800w.webp 800w, /images/articles/tierlist-factions-total-war-warhammer-3-immortal-empires-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;which-faction-to-pick-for-your-playstyle&quot;&gt;Which faction to pick for your playstyle&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Starting out in Immortal Empires&lt;/strong&gt;:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Karl Franz (Empire)&lt;/strong&gt;: a classic roster and readable mechanics&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Thorgrim (Dwarfs)&lt;/strong&gt;: slow but sturdy, few surprises&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Grimgor (Greenskins)&lt;/strong&gt;: aggressive and forgiving&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;For veterans&lt;/strong&gt;:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Ikit Claw (Clan Skryre)&lt;/strong&gt;: two resources and a ranged army to optimise&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Archaon (Warriors of Chaos)&lt;/strong&gt;: aggressive expansion and the subjugation of Chaos lords&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Chaos Dwarfs&lt;/strong&gt;: the campaign reviewers judged least accessible to newcomers&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;For flavour&lt;/strong&gt;:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Eltharion (Yvresse, High Elves)&lt;/strong&gt;: enemy lords and heroes imprisoned in Athel Tamarha for interrogation&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Sayl (Norsca)&lt;/strong&gt;: Manipulations that throw the neighbours into disarray&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Settra (Tomb Kings)&lt;/strong&gt;: the most theatrical campaign in the undead roster&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;We will revise this tier list with every patch that touches campaign balance, starting with the siege rework.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/total-war-warhammer-3/&quot;&gt;All our Total War: Warhammer 3 articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-3-update-9-end-times-lords-dlc-2026/&quot;&gt;Update 9.0: End Times crises, Glottkin and the Vampire Counts rework&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-3-how-to-confederate-vassalize-2026/&quot;&gt;How to confederate and vassalize in Total War: Warhammer 3&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>Stellaris vs Endless Space 2: which space 4X to pick in 2026?</title><link>https://after-strategy.com/en/stellaris-vs-endless-space-2-which-space-4x-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/stellaris-vs-endless-space-2-which-space-4x-2026/</guid><description>Full comparison between Stellaris (Paradox, 2016) and Endless Space 2 (Amplitude, 2017). Gameplay, content, DLCs, replay value: we break down both 4X space references to help you choose.</description><pubDate>Mon, 11 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Since 2016-2017, &lt;strong&gt;Stellaris&lt;/strong&gt; (Paradox) and &lt;strong&gt;Endless Space 2&lt;/strong&gt; (Amplitude) have dominated the space 4X genre on PC. Ten years later, each has stubborn fans who refuse to switch. If you’re torn between the two in 2026 — or want to know which to buy first — here’s the full comparison that settles it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Stellaris&lt;/strong&gt;: open sandbox, infinite replay, active Paradox support, 20+ DLCs, for those who love emergence and anomalies&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Endless Space 2&lt;/strong&gt;: scripted narrative, 8 unique factions, unique Amplitude aesthetic, support halted, for those who love curated stories&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Total price&lt;/strong&gt;: Stellaris ~$350 cumulative, ES2 ~$120&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Community&lt;/strong&gt;: Stellaris is alive, ES2 is surviving&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Verdict&lt;/strong&gt;: Stellaris if starting in 2026, ES2 if you want a “finished” 4X with artistic soul&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-1.webp&quot; alt=&quot;Stellaris official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-1-480w.webp 480w, /images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-1-800w.webp 800w, /images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-gameplay-philosophy-sandbox-vs-scripted&quot;&gt;Gameplay philosophy: sandbox vs scripted&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-factions-and-replay-value&quot;&gt;Factions and replay value&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-combat-paradox-simulation-vs-amplitude-cards&quot;&gt;Combat: Paradox simulation vs Amplitude cards&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-diplomacy-and-politics&quot;&gt;Diplomacy and politics&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-aesthetic-and-art-direction&quot;&gt;Aesthetic and art direction&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-dlcs-living-ecosystem-or-finished&quot;&gt;DLCs: living ecosystem or finished?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-verdict-our-decision-grid&quot;&gt;Verdict: our decision grid&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;gameplay-philosophy-sandbox-vs-scripted&quot;&gt;Gameplay philosophy: sandbox vs scripted&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-2.webp&quot; alt=&quot;Stellaris official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-2-480w.webp 480w, /images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-2-800w.webp 800w, /images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Stellaris&lt;/strong&gt; is a pure sandbox 4X. You create your own empire (or pick from presets), the galaxy procedurally generates its anomalies, crises, fallen civilizations. Every game is &lt;strong&gt;unique by design&lt;/strong&gt;. It’s emergent grand strategy — you play for what &lt;em&gt;it tells you in yourself&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Endless Space 2&lt;/strong&gt; is a scripted 4X. The &lt;strong&gt;8 major factions&lt;/strong&gt; (Sophons, Cravers, Vodyani, etc.) each have their story, their quest tree, their narrative ending. Galaxies are procedural but the &lt;strong&gt;narrative content is curated&lt;/strong&gt;. It’s written grand strategy — you play for what the authors tell.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Practical impact&lt;/strong&gt;: Stellaris demands &lt;strong&gt;150-300 hours&lt;/strong&gt; to really see its potential. ES2 delivers its essence in &lt;strong&gt;40-60 hours per faction&lt;/strong&gt;, then repeats.&lt;/p&gt;
&lt;h3 id=&quot;factions-and-replay-value&quot;&gt;Factions and replay value&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-3.webp&quot; alt=&quot;Stellaris official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;750&quot; srcset=&quot;/images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-3-480w.webp 480w, /images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-3-800w.webp 800w, /images/articles/stellaris-vs-endless-space-2-quel-4x-spatial-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Stellaris&lt;/strong&gt; — technologically, infinite possible combinations. Environment, governance type, ethics, portraits, civics… you can literally create &lt;em&gt;any sci-fi civilization&lt;/em&gt;. DLCs add new archetypes (necroid, synthetic, aquatic origins…). &lt;strong&gt;Replay value: infinite&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Endless Space 2&lt;/strong&gt; — 8 base playable factions + ~8 via DLCs. Each is &lt;strong&gt;radically different&lt;/strong&gt; in mechanics. Cravers devour their planets, Vodyani don’t colonize but vampirize enemy populations, Sophons are peaceful scientists… &lt;strong&gt;Replay value: very high for 80-100h, then stagnant&lt;/strong&gt; due to no recent DLCs.&lt;/p&gt;
&lt;p&gt;For those who love creating their own concepts: &lt;strong&gt;Stellaris&lt;/strong&gt;. For those who love mastering well-defined archetypes: &lt;strong&gt;ES2&lt;/strong&gt;.&lt;/p&gt;
&lt;h3 id=&quot;combat-paradox-simulation-vs-amplitude-cards&quot;&gt;Combat: Paradox simulation vs Amplitude cards&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Stellaris&lt;/strong&gt; uses a &lt;strong&gt;fleet simulation&lt;/strong&gt; Paradox-style. You compose your ships (corvettes, destroyers, battleships, titans), define their loadouts, then let the AI resolve battles per your orders. It’s &lt;strong&gt;logistical + doctrinal management&lt;/strong&gt;, less tactical.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Endless Space 2&lt;/strong&gt; uses an &lt;strong&gt;original tactical card system&lt;/strong&gt;. Before each battle, you pick 3 strategy cards (offensive, defensive, evasion…) that activate at 3 key moments. It’s &lt;strong&gt;more interactive&lt;/strong&gt;, less long.&lt;/p&gt;
&lt;p&gt;The Stellaris approach suits those who love scale, the ES2 approach suits those who love fine tactics. &lt;strong&gt;Neither “wins”&lt;/strong&gt; — it’s a preference.&lt;/p&gt;
&lt;h3 id=&quot;diplomacy-and-politics&quot;&gt;Diplomacy and politics&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Stellaris&lt;/strong&gt; — rich diplomacy with federations, hegemonies, galactic crises, existential threats (the Contingency Fleet, the Prethoryn, the Psionic Ascensions). Add the &lt;strong&gt;stellar age&lt;/strong&gt; that evolves via DLCs (&lt;em&gt;The Machine Age&lt;/em&gt; notably). &lt;strong&gt;Deeper&lt;/strong&gt; than ES2.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Endless Space 2&lt;/strong&gt; — elegant but safer, more traditional diplomacy. Its real political strength is the &lt;strong&gt;internal Senate system&lt;/strong&gt;: each faction has political parties that take power based on your actions (militarists, scientists, religious…). &lt;strong&gt;Unique in the genre&lt;/strong&gt; and very satisfying.&lt;/p&gt;
&lt;p&gt;For complex external diplomacy: &lt;strong&gt;Stellaris&lt;/strong&gt;. For elaborate internal politics: &lt;strong&gt;ES2&lt;/strong&gt;.&lt;/p&gt;
&lt;h3 id=&quot;aesthetic-and-art-direction&quot;&gt;Aesthetic and art direction&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Endless Space 2&lt;/strong&gt; wins here &lt;strong&gt;without debate&lt;/strong&gt;. Amplitude has a &lt;strong&gt;signature art direction&lt;/strong&gt; — pastel palettes, organic designs, dense orchestral music. Each faction has a distinct visual atmosphere. It’s &lt;strong&gt;the most beautiful 4X ever made&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Stellaris&lt;/strong&gt; is more sober, more functional. Pretty galaxies, distinct race portraits, but no strong artistic personality. Quality Paradox — clean, readable, no more.&lt;/p&gt;
&lt;p&gt;If aesthetic matters to you: &lt;strong&gt;ES2, without hesitation&lt;/strong&gt;.&lt;/p&gt;
&lt;h3 id=&quot;dlcs-living-ecosystem-or-finished&quot;&gt;DLCs: living ecosystem or finished?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Stellaris&lt;/strong&gt; — &lt;strong&gt;20+ DLCs in 10 years&lt;/strong&gt;, Paradox maintains the pace. Main ones:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;Utopia&lt;/em&gt; (2017) — megastructures&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Apocalypse&lt;/em&gt; (2018) — planet destroyers&lt;/li&gt;
&lt;li&gt;&lt;em&gt;MegaCorp&lt;/em&gt; (2018)&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Federations&lt;/em&gt; (2020)&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Nemesis&lt;/em&gt; (2021)&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Overlord&lt;/em&gt; (2022)&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Galactic Paragons&lt;/em&gt; (2023)&lt;/li&gt;
&lt;li&gt;&lt;em&gt;The Machine Age&lt;/em&gt; (2024) — AI and synthetics&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Cosmic Storms&lt;/em&gt; (2024)&lt;/li&gt;
&lt;li&gt;At least 2 expansions planned for 2026&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Endless Space 2&lt;/strong&gt; — 6 DLCs between 2017 and 2020. &lt;strong&gt;Support near-halted since 2021.&lt;/strong&gt; Amplitude focused on Humankind then merged with Sega. ES2 is &lt;strong&gt;a finished game&lt;/strong&gt; — content will likely no longer move.&lt;/p&gt;
&lt;p&gt;For those wanting a living game: &lt;strong&gt;Stellaris&lt;/strong&gt;. For those wanting a finished coherent game: &lt;strong&gt;ES2&lt;/strong&gt;.&lt;/p&gt;
&lt;h3 id=&quot;verdict-our-decision-grid&quot;&gt;Verdict: our decision grid&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Buy Stellaris first if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You’re new to space 4X&lt;/li&gt;
&lt;li&gt;You want a living game with active support&lt;/li&gt;
&lt;li&gt;You love narrative emergence (making your own story)&lt;/li&gt;
&lt;li&gt;You accept investing 150h+ to really test it&lt;/li&gt;
&lt;li&gt;You already play other Paradox titles (EU4, HOI4)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Buy Endless Space 2 first if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Visual aesthetic is important to you&lt;/li&gt;
&lt;li&gt;You want curated, written narratives&lt;/li&gt;
&lt;li&gt;You prefer 8 very different factions to Stellaris’ infinity&lt;/li&gt;
&lt;li&gt;Your budget is limited ($120 total vs $350 complete Stellaris)&lt;/li&gt;
&lt;li&gt;You prefer a “finished” game without waiting for DLCs&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Own both if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You’re a big space 4X fan&lt;/li&gt;
&lt;li&gt;You want to alternate by mood — ES2 for short evenings, Stellaris for long campaigns&lt;/li&gt;
&lt;li&gt;Both are -75% on Steam multiple times a year (wait for sales)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For other Paradox comparisons, see our &lt;a href=&quot;/en/eu4-vs-eu5-comparison-should-you-drop-the-old-one/&quot;&gt;EU4 vs EU5&lt;/a&gt;. And for a more classic 4X focus (historical vs SF), our &lt;a href=&quot;/en/humankind-complete-guide-4x-civilization-alternative-2026/&quot;&gt;Humankind review&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Our personal pick in 2026&lt;/strong&gt;: if you had to take one, &lt;strong&gt;Stellaris&lt;/strong&gt; for longevity. But ES2 is worth $60 on sale just for the artistic experience — it’s a work of art more than a game.&lt;/p&gt;
&lt;p&gt;If you prefer a more automated take on space empires, see &lt;a href=&quot;/en/distant-worlds-2-shadows-rising-pirate-expansion-launch-2026/&quot;&gt;Distant Worlds 2 Shadows Rising and its playable pirates&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/281990/Stellaris/&quot;&gt;Official Steam page for Stellaris&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.paradoxinteractive.com/games/stellaris&quot;&gt;Official Stellaris website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category></item><item><title>Civilization VII: every new civilization and leader added in 2026</title><link>https://after-strategy.com/en/civilization-vii-new-civilizations-leaders-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/civilization-vii-new-civilizations-leaders-2026/</guid><description>2026 recap of every civilization and leader added to Civilization VII since the February 2025 launch: DLC, season pass, content packs and quick tier ranking.</description><pubDate>Sat, 09 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Civilization VII launched in &lt;strong&gt;February 2025&lt;/strong&gt;, and we’re now fifteen months later, in May 2026. In between, Firaxis and 2K Games have rolled out a &lt;strong&gt;DLC schedule&lt;/strong&gt; and a &lt;strong&gt;season pass&lt;/strong&gt; that have substantially reshaped the roster of available civilizations and leaders. For players coming back after a break, or for anyone hesitating on whether to invest in the additional content, here’s a complete recap of what’s been added since launch.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Roughly fifteen extra civilizations&lt;/strong&gt; added across the three eras (Antiquity, Exploration, Modern) since February 2025&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Around ten new leaders&lt;/strong&gt; delivered through the season pass and one-off content packs&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hybrid monetization model&lt;/strong&gt;: paid season pass + occasional free additions (Blackbeard drop, seasonal events)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Meta reshuffled multiple times&lt;/strong&gt; by balance patches — some new civs briefly dominated before being nerfed&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Overall verdict&lt;/strong&gt;: solid content for fans, but the season pass remains &lt;strong&gt;expensive for casual players&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-1.webp&quot; alt=&quot;Civilization 7 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-1-480w.webp 480w, /images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-1-800w.webp 800w, /images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-season-pass-model-how-firaxis-monetizes-additions&quot;&gt;The season pass model: how Firaxis monetizes additions&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-every-new-civilization-added-since-launch&quot;&gt;Every new civilization added since launch&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-new-leaders-and-their-strategic-synergies&quot;&gt;The new leaders and their strategic synergies&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-quick-tier-the-additions-that-actually-shifted-the-meta&quot;&gt;Quick tier: the additions that actually shifted the meta&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-coming-up-what-firaxis-has-teased-for-2026&quot;&gt;Coming up: what Firaxis has teased for 2026&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-going-further&quot;&gt;Going further&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;the-season-pass-model-how-firaxis-monetizes-additions&quot;&gt;The season pass model: how Firaxis monetizes additions&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-2.webp&quot; alt=&quot;Civilization 7 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-2-480w.webp 480w, /images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-2-800w.webp 800w, /images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Unlike Civilization VI, which split its content into two &lt;strong&gt;major paid expansions&lt;/strong&gt; (Rise &amp;#x26; Fall, Gathering Storm) plus the New Frontier Pass, Civ VII chose from day one a &lt;strong&gt;more continuous and more fragmented&lt;/strong&gt; model:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Main season pass&lt;/strong&gt; priced around $39.99 covering the bulk of civilizations and leaders added over a 12-month window&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Individual content packs&lt;/strong&gt; sold à la carte (typically $4.99 to $9.99) for players who only want one specific civ or leader&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Occasional free additions&lt;/strong&gt; during events or major patches — the &lt;strong&gt;free Blackbeard&lt;/strong&gt; drop in early 2026 was the most attention-grabbing&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Full bundle&lt;/strong&gt; regularly discounted on Steam during seasonal sales&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This model split the community. Players past 200 hours of playtime see real value in the season pass. Casual players miss the kind of structuring expansion that Gathering Storm represented in Civ VI’s day.&lt;/p&gt;
&lt;h3 id=&quot;every-new-civilization-added-since-launch&quot;&gt;Every new civilization added since launch&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-3.webp&quot; alt=&quot;Civilization 7 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-3-480w.webp 480w, /images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-3-800w.webp 800w, /images/articles/civilization-vii-nouvelles-civilisations-leaders-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The February 2025 launch roster shipped with roughly &lt;strong&gt;30 civilizations&lt;/strong&gt; spread across the three eras. Since then, Firaxis has gradually added new options. Here’s the breakdown observed as of May 2026, staying cautious on exact names that can vary depending on official communications:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;
























&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Era&lt;/th&gt;&lt;th&gt;Type of additions observed&lt;/th&gt;&lt;th&gt;Estimated volume&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Antiquity&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Mesoamerican civs, Central Asian empires, nomadic peoples&lt;/td&gt;&lt;td&gt;4 to 5 civs&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Exploration&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;African civs, Southeast Asian kingdoms, trading powers&lt;/td&gt;&lt;td&gt;5 to 6 civs&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Modern&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Historical nation-states, late industrial powers&lt;/td&gt;&lt;td&gt;4 to 5 civs&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;Several of these civilizations were announced as part of the &lt;strong&gt;expanded historical roster&lt;/strong&gt; for Civ VII — meaning classic series civs that weren’t in the launch lineup and that players were demanding. Others are &lt;strong&gt;complete newcomers&lt;/strong&gt; to the franchise.&lt;/p&gt;
&lt;p&gt;Based on community leaks and official announcements, additional civilizations are reportedly &lt;strong&gt;in development&lt;/strong&gt; for the second half of 2026. The exact names aren’t confirmed at the time of writing — be skeptical of “exhaustive” lists circulating on Reddit.&lt;/p&gt;
&lt;h3 id=&quot;the-new-leaders-and-their-strategic-synergies&quot;&gt;The new leaders and their strategic synergies&lt;/h3&gt;
&lt;p&gt;The leaders added in 2025-2026 have followed a different logic from the civilizations. Civ VII allows &lt;strong&gt;decoupling leader from civilization&lt;/strong&gt; in ways that were unprecedented for the series, which has made adding new leaders especially strategic for Firaxis.&lt;/p&gt;
&lt;p&gt;Three broad profiles emerge in the additions:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Military leaders&lt;/strong&gt; geared toward conquest and aggressive territorial expansion — useful with high-military-bonus Antiquity civs&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Economic and trade leaders&lt;/strong&gt; built around trade routes, gold and diplomacy — clear synergies with the merchant civilizations added in the Exploration era&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Late-game science leaders&lt;/strong&gt; unlocked via the season pass and tailored for &lt;strong&gt;technological victories&lt;/strong&gt; in the Modern era&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The &lt;strong&gt;Blackbeard&lt;/strong&gt; case, distributed for free in early 2026, is emblematic: he brought a &lt;strong&gt;naval raider&lt;/strong&gt; profile that didn’t really exist in the launch roster, and helped boost the navy — an axis players felt was underdeveloped until the &lt;a href=&quot;/fr/civilization-7-le-patch-equilibre-tout-et-booste-la-marine-blackbeard-gratuit/&quot;&gt;naval balance patch&lt;/a&gt;.&lt;/p&gt;
&lt;h3 id=&quot;quick-tier-the-additions-that-actually-shifted-the-meta&quot;&gt;Quick tier: the additions that actually shifted the meta&lt;/h3&gt;
&lt;p&gt;Not every addition is created equal. Some have substantially reshaped the competitive meta, others have stayed at the bottom of community tier lists. Here’s a synthetic read at the May 2026 meta:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;S-tier&lt;/strong&gt; — an African civilization from the Exploration era added in season 1, with a massive economic bonus on coastal cities. Dominated the meta for several months before being nerfed in patch 1.4.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A-tier&lt;/strong&gt; — a Central Asian empire from Antiquity with a high military production bonus. Heavily used in competitive multiplayer for early rushes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A-tier&lt;/strong&gt; — a science leader added in season 2 who synergizes particularly well with the Han and Abbasid civs from the original roster.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;B-tier&lt;/strong&gt; — several thematically interesting modern civilizations whose bonuses are deemed too specialized for competitive multiplayer. Great fun in flavour-driven solo runs.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;C-tier&lt;/strong&gt; — one or two leaders whose bonuses are seen as redundant with those of the original roster. Skip unless personal taste dictates otherwise.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For a detailed ranking that covers the entire roster (launch + additions), see our &lt;a href=&quot;/en/civilization-vii-tier-list-best-leaders-civs-2026/&quot;&gt;complete Civilization VII 2026 tier list&lt;/a&gt;.&lt;/p&gt;
&lt;h3 id=&quot;coming-up-what-firaxis-has-teased-for-2026&quot;&gt;Coming up: what Firaxis has teased for 2026&lt;/h3&gt;
&lt;p&gt;At the time of writing, several pieces of information are circulating about content planned for late 2026:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;A major paid expansion&lt;/strong&gt; is referenced by 2K Games as a possible alternative to the current season pass model — no confirmed date or price yet&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;New cross-era mechanics&lt;/strong&gt; are reportedly in development per the Firaxis team’s communications: they’d offer a tighter link between your Antiquity choices and your Modern options&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Several leaked civs&lt;/strong&gt; on Reddit and CivFanatics — to be taken with a heavy grain of salt as long as Firaxis hasn’t officially confirmed&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;An improved asynchronous multiplayer mode&lt;/strong&gt; mentioned in the latest official communication, with no precise roadmap&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;All of this remains &lt;strong&gt;conditional&lt;/strong&gt;. Firaxis’s track record shows DLC schedules can slip, and Reddit leaks regularly get exact names wrong.&lt;/p&gt;
&lt;h3 id=&quot;going-further&quot;&gt;Going further&lt;/h3&gt;
&lt;p&gt;If you’re just discovering Civ VII or coming back after a long break, several After Strategy companion pieces can help:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The &lt;a href=&quot;/en/civilization-vii-tier-list-best-leaders-civs-2026/&quot;&gt;complete Civ VII 2026 tier list of leaders and civilizations&lt;/a&gt; — our cornerstone covering the full roster (launch + additions).&lt;/li&gt;
&lt;li&gt;Our &lt;a href=&quot;/fr/civilization-7-le-patch-equilibre-tout-et-booste-la-marine-blackbeard-gratuit/&quot;&gt;naval balance patch and free Blackbeard drop recap&lt;/a&gt; — to understand the most striking free content event so far.&lt;/li&gt;
&lt;li&gt;An analysis of Civilization VII’s long-term challenges and potential — to place the DLC schedule within the game’s broader trajectory since its controversial launch.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;As things stand, the 2026 verdict on Civ VII’s additional content is &lt;strong&gt;solid but fragmented&lt;/strong&gt;. Invested fans get plenty of value; casual players can wait for a structuring expansion or for Steam sales to enter the season pass cheaply.&lt;/p&gt;
&lt;p&gt;The paid pack is detailed in &lt;a href=&quot;/en/civilization-7-hall-of-history-collection-washington-elizabeth-babylon-2026/&quot;&gt;Civilization VII Hall of History: Washington, Elizabeth and Babylon for €19.99&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/1295660/Sid_Meiers_Civilization_VII/&quot;&gt;Official Steam page for Civilization 7&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://civilization.2k.com/civ-vii/&quot;&gt;Official Civilization 7 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category></item><item><title>EU4 vs EU5: should you really drop the old one for the new in 2026?</title><link>https://after-strategy.com/en/eu4-vs-eu5-comparison-should-you-drop-the-old-one/</link><guid isPermaLink="true">https://after-strategy.com/en/eu4-vs-eu5-comparison-should-you-drop-the-old-one/</guid><description>Full comparison between Europa Universalis IV (13 years of DLCs) and Europa Universalis V (6 months post-launch). Which to pick in 2026? We break down each game&apos;s strengths and weaknesses.</description><pubDate>Sat, 09 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Since Europa Universalis V launched on November 4, 2025, the grand strategy community keeps asking the same question: &lt;strong&gt;should you drop EU4 for EU5, or keep the old one?&lt;/strong&gt; Six months in, both games coexist. And the choice isn’t as clear-cut as we’d have thought. Full comparison below.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;EU4&lt;/strong&gt;: 13 years of DLCs, unmatched modding ecosystem, total cost $200+ (game + all DLCs)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;EU5&lt;/strong&gt;: modern engine, novel systems (Urban Rights, Unit Templates), $50 base game, but no paid DLCs yet&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Performance&lt;/strong&gt;: EU5 clearly handles late game better — EU4 endgames still lag&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Current content&lt;/strong&gt;: EU4 remains richer in playable nations and events, EU5 offers deeper mechanics&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Verdict&lt;/strong&gt;: depends entirely on your profile — see our decision grid in conclusion&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/cover.webp&quot; alt=&quot;Europa Universalis 5 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/cover-480w.webp 480w, /images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/cover-800w.webp 800w, /images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/cover.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-what-eu5-gains-engine-ui-new-mechanics&quot;&gt;What EU5 gains: engine, UI, new mechanics&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-what-eu4-keeps-dlcs-mods-maturity&quot;&gt;What EU4 keeps: DLCs, mods, maturity&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-direct-duel-8-points-of-comparison&quot;&gt;Direct duel: 8 points of comparison&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-mod-question-the-game-changing-argument&quot;&gt;The mod question: the game-changing argument&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-performance-and-stability-who-wins-in-2026&quot;&gt;Performance and stability: who wins in 2026?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-verdict-the-decision-grid-by-player-profile&quot;&gt;Verdict: the decision grid by player profile&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;what-eu5-gains-engine-ui-new-mechanics&quot;&gt;What EU5 gains: engine, UI, new mechanics&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/screenshot-1.webp&quot; alt=&quot;Europa Universalis 5 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;600&quot; height=&quot;338&quot; srcset=&quot;/images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/screenshot-1-480w.webp 480w, /images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/screenshot-1.webp 600w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;EU5 brings &lt;strong&gt;three categories of improvements&lt;/strong&gt; EU4 can no longer catch up on:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;A modernized engine&lt;/strong&gt; — province calculations are faster (around 2.5× per Paradox Plaza benchmarks), the AI is multi-threaded, the map rendering cleaner. A 2022 PC runs EU5 in late campaign better than EU4 at equivalent.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;A rethought UI&lt;/strong&gt; — tabs are clearer, notifications less intrusive, number readability improved. Especially true after the 6 months of post-launch polish (see our &lt;a href=&quot;/en/eu5-6-months-later-paradox-review-2026/&quot;&gt;6-month EU5 review&lt;/a&gt;).&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Unique mechanics&lt;/strong&gt; EU4 will never have:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Urban Rights&lt;/strong&gt; (patch 1.2): legal rights granted city by city, modeling crown vs burgher tension&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Unit Templates&lt;/strong&gt; (patch 1.1 Rossbach): modern army management, HOI4-inspired&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Peasant Enfranchisement&lt;/strong&gt;: unprecedented social lever to democratize your realm&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;End of static caps&lt;/strong&gt;: organic growth, a unique economic geography per campaign&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These systems will never be backported to EU4. It’s &lt;strong&gt;the real argument&lt;/strong&gt; for moving to EU5.&lt;/p&gt;
&lt;h3 id=&quot;what-eu4-keeps-dlcs-mods-maturity&quot;&gt;What EU4 keeps: DLCs, mods, maturity&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/screenshot-2.webp&quot; alt=&quot;Europa Universalis 5 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/screenshot-2-480w.webp 480w, /images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/screenshot-2-800w.webp 800w, /images/articles/eu4-vs-eu5-comparatif-faut-il-abandonner-ancien/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;But EU4 retains advantages EU5 will take &lt;strong&gt;years to catch up&lt;/strong&gt;:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;13 years of paid DLCs&lt;/strong&gt; — Rights of Man, Mandate of Heaven, Leviathan, Dharma, Emperor, and many more. Each DLC adds decades of regional content. EU5 currently has no paid DLCs (the &lt;em&gt;Across the Pillars&lt;/em&gt; and &lt;em&gt;The Auld Alliance&lt;/em&gt; chronicle packs release Q3 and Q4 2026).&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;An unmatched mod ecosystem&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Anbennar&lt;/strong&gt;: massive fantasy uchronia, considered by some better than EU4 vanilla&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Meiou &amp;#x26; Taxes&lt;/strong&gt;: complete economic and demographic rework, for hardcore players&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Voltaire’s Nightmare&lt;/strong&gt;: details the Louis XIV era with unmatched historical granularity&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;MEIOU and Taxes&lt;/strong&gt;, &lt;strong&gt;Beyond Typus&lt;/strong&gt;, &lt;strong&gt;Extended Timeline&lt;/strong&gt;, &lt;strong&gt;The Third Odyssey&lt;/strong&gt;…&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These mods are &lt;strong&gt;not ported&lt;/strong&gt; to EU5 yet and likely won’t be before late 2026 (modders are waiting for the EU5 API to stabilize).&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Denser regional content&lt;/strong&gt; — EU4’s “minor” nations often have their own focus trees and historical events, whereas EU5 remains &lt;strong&gt;more generic&lt;/strong&gt; outside Western Europe despite the Rossbach Manchurian rework.&lt;/p&gt;
&lt;h3 id=&quot;direct-duel-8-points-of-comparison&quot;&gt;Direct duel: 8 points of comparison&lt;/h3&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;

















































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Criterion&lt;/th&gt;&lt;th&gt;EU4 (2013, 13 years of support)&lt;/th&gt;&lt;th&gt;EU5 (2025, 6 months post-launch)&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Base game price&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;$40 (often -75% on sale)&lt;/td&gt;&lt;td&gt;$50&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Total price with DLCs&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;~$200 (Complete Collection)&lt;/td&gt;&lt;td&gt;$50 (no paid DLCs yet)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Number of playable nations&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;~450&lt;/td&gt;&lt;td&gt;~350&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Modern unique mechanics&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Aged&lt;/td&gt;&lt;td&gt;Urban Rights, Unit Templates, Peasant Enfranchisement&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Late-game performance (1700+)&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Noticeable lag&lt;/td&gt;&lt;td&gt;Smooth&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Mod ecosystem&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Huge (Anbennar, M&amp;#x26;T, VN…)&lt;/td&gt;&lt;td&gt;Minimal (early 2026)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Active community&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Shrunk but loyal&lt;/td&gt;&lt;td&gt;Growing fast&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Stability (bugs)&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Very stable (13 years of polish)&lt;/td&gt;&lt;td&gt;Stable since patch 1.2&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;h3 id=&quot;the-mod-question-the-game-changing-argument&quot;&gt;The mod question: the game-changing argument&lt;/h3&gt;
&lt;p&gt;For &lt;strong&gt;many hardcore EU4 players&lt;/strong&gt;, mods aren’t a bonus — they’re &lt;strong&gt;the main game&lt;/strong&gt;. Anbennar accounts for more playtime than vanilla for a large fraction of the community. Voltaire’s Nightmare has dedicated fans.&lt;/p&gt;
&lt;p&gt;If you play primarily modded, &lt;strong&gt;stay on EU4&lt;/strong&gt; until your mods are ported or EU5 equivalents emerge. Paradox Tinto has announced it wants to ease EU5 modding (public API by late 2026), but we’re still far from EU4 maturity.&lt;/p&gt;
&lt;p&gt;If you play mostly vanilla, &lt;strong&gt;EU5 will win you over quickly&lt;/strong&gt; with its mechanical freshness.&lt;/p&gt;
&lt;h3 id=&quot;performance-and-stability-who-wins-in-2026&quot;&gt;Performance and stability: who wins in 2026?&lt;/h3&gt;
&lt;p&gt;Community benchmarks (Paradox Plaza, r/EU5, r/EU4) converge on a clear picture:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Early game (1444-1550)&lt;/strong&gt;: EU4 and EU5 both run very well, negligible gap&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mid game (1550-1700)&lt;/strong&gt;: EU5 pulls ahead by ~20%, especially on global map&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Late game (1700-1821)&lt;/strong&gt;: EU5 crushes EU4 — nearly &lt;strong&gt;2.5× faster&lt;/strong&gt; in simulation, thanks to the multi-threaded engine&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;On &lt;strong&gt;stability&lt;/strong&gt;, EU4 has the advantage of 13 years of polish. EU5 stabilized with patches 1.1 Rossbach (March 2026) and 1.2 Urban Rights (April 2026), see our &lt;a href=&quot;/en/eu5-patch-1-2-urban-rights-economy-overhaul/&quot;&gt;patch 1.2 analysis&lt;/a&gt;.&lt;/p&gt;
&lt;h3 id=&quot;verdict-the-decision-grid-by-player-profile&quot;&gt;Verdict: the decision grid by player profile&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Stay on EU4 if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You play primarily modded (Anbennar, M&amp;#x26;T, VN)&lt;/li&gt;
&lt;li&gt;You already own $200+ in EU4 DLCs and want to amortize&lt;/li&gt;
&lt;li&gt;You prefer dense regional content to fresh mechanics&lt;/li&gt;
&lt;li&gt;Your PC is aging and you don’t want to rebuy&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Move to EU5 if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You’re new to Europa Universalis&lt;/li&gt;
&lt;li&gt;You want a living game, regularly patched, with a clear roadmap&lt;/li&gt;
&lt;li&gt;You enjoy new mechanics (Urban Rights, Unit Templates)&lt;/li&gt;
&lt;li&gt;Mods aren’t your main reason to play&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Own both if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You’re a hardcore Paradox grand strategy fan&lt;/li&gt;
&lt;li&gt;You want to switch depending on mood — intense mod campaigns on EU4, “fresh” campaigns on EU5&lt;/li&gt;
&lt;li&gt;Your budget allows it&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;To go deeper, see also our &lt;a href=&quot;/en/eu5-6-months-later-paradox-review-2026/&quot;&gt;EU5 6-month review&lt;/a&gt; and &lt;a href=&quot;/en/eu5-patch-1-2-urban-rights-economy-overhaul/&quot;&gt;patch 1.2 analysis&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Our personal rec in 2026&lt;/strong&gt;: if in doubt, buy EU5 now, keep EU4 installed for mods. The two games will coexist for years — as HOI3 and HOI4 did.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/3450310/Europa_Universalis_V/&quot;&gt;Official Steam page for Europa Universalis 5&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.paradoxinteractive.com/games/europa-universalis-v&quot;&gt;Official Europa Universalis 5 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category></item><item><title>Manor Lords — two years into Early Access (2026 status review)</title><link>https://after-strategy.com/en/manor-lords-two-years-early-access-review-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/manor-lords-two-years-early-access-review-2026/</guid><description>Mid-2026 status check on Manor Lords: 1.0 still has no date, but Major Update 5 (Dec 2025) overhauled food, economy and castles. Where does Slavic Magic&apos;s medieval city-builder stand?</description><pubDate>Sat, 09 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Launched in Early Access on April 26, 2024, Greg Styczeń’s (Slavic Magic) medieval sandbox is approaching its second anniversary. After a &lt;strong&gt;Major Update 5&lt;/strong&gt; (version 0.8.050) released in December 2025 that reworked several pillars of the game, and a 1.0 still without a confirmed date, where does &lt;em&gt;Manor Lords&lt;/em&gt; stand mid-2026? Status check on what the title already does very well, what remains fragile, and why the studio’s slow pace is starting to raise concerns.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The most immersive medieval city-builder&lt;/strong&gt; of its generation — realistic terrain changes everything&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Seasonal cycle and soil fertility&lt;/strong&gt; deliver depth of simulation rare in the genre&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Decent RTS-like battles&lt;/strong&gt; but clearly secondary to the urbanism/economy layer&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;$39.99&lt;/strong&gt; — fair price for 60 to 100 hours of play on a single map&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Status score: 8/10 pending 1.0&lt;/strong&gt; — conditional recommendation, this is still an EA game&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-1.webp&quot; alt=&quot;Manor Lords official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-1-480w.webp 480w, /images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-1-800w.webp 800w, /images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-2-years-of-early-access-the-road-traveled&quot;&gt;2 years of Early Access: the road traveled&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-core-gameplay-a-unique-medieval-city-builder&quot;&gt;Core gameplay: a unique medieval city-builder&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-battles-tactical-rts-or-mere-ornament&quot;&gt;Battles: tactical RTS or mere ornament?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-economy-terrain-seasons-the-simulation-depth&quot;&gt;Economy, terrain, seasons: the simulation depth&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-major-update-5-dec-2025-what-really-changed&quot;&gt;Major Update 5 (Dec 2025): what really changed&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-where-is-1-0-the-studio-s-slow-pace-raises-concerns&quot;&gt;Where is 1.0? The studio’s slow pace raises concerns&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-persistent-weaknesses&quot;&gt;Persistent weaknesses&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-status-check-who-it-s-for-who-it-isn-t&quot;&gt;Status check: who it’s for, who it isn’t&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;2-years-of-early-access-the-road-traveled&quot;&gt;2 years of Early Access: the road traveled&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-2.webp&quot; alt=&quot;Manor Lords official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-2-480w.webp 480w, /images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-2-800w.webp 800w, /images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Launched April 26, 2024, &lt;em&gt;Manor Lords&lt;/em&gt; shattered every counter: &lt;strong&gt;2 million copies sold&lt;/strong&gt; in under a month, broken Steam wishlist records, and massive media coverage for a &lt;strong&gt;solo developer&lt;/strong&gt; project. Greg Styczeń, the creator, spent the next two years patching, balancing, and adding content — often in direct response to a community that didn’t hesitate to flag what was missing.&lt;/p&gt;
&lt;p&gt;Three major phases marked this Early Access:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;2024: the discovery&lt;/strong&gt;. The game impresses with realistic terrain and atmosphere, but the economic layer lacks variety and the late game falls short.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2025: deepening, in fits and starts&lt;/strong&gt;. A few significant patches on diplomacy and military, but an uneven cadence that disappointed part of the community — until the big year-end rebound.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;December 2025 — Major Update 5&lt;/strong&gt;. The biggest update since the EA launch: food/economy overhaul, castle mechanic reconstruction, two new modes (Duel, Fractured Realm).&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Mid-2026, the game is &lt;strong&gt;considerably more mature&lt;/strong&gt; than what made waves in April 2024. But it remains in Early Access, and 1.0 still has no announced window.&lt;/p&gt;
&lt;h3 id=&quot;core-gameplay-a-unique-medieval-city-builder&quot;&gt;Core gameplay: a unique medieval city-builder&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-3.webp&quot; alt=&quot;Manor Lords official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-3-480w.webp 480w, /images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-3-800w.webp 800w, /images/articles/manor-lords-bilan-deux-ans-early-access-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;What immediately sets &lt;em&gt;Manor Lords&lt;/em&gt; apart from other medieval city-builders is the &lt;strong&gt;realistic terrain&lt;/strong&gt;. No grid, no square tiles: the player places buildings on a faithful topographic map, where hills, rivers, and sun orientation influence the town’s prosperity. A row of houses badly oriented will freeze in winter. A field planted on poor soil will yield a meager harvest.&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;family system&lt;/strong&gt; adds a human layer: each household groups several peasants whose roles evolve with the town’s needs. A woodcutter can become a weaver if you build a workshop. This &lt;strong&gt;fluidity of human capital&lt;/strong&gt; is rare in the genre and gives a feeling of organic management.&lt;/p&gt;
&lt;p&gt;Buildings follow a logic of &lt;strong&gt;progressive upgrades&lt;/strong&gt;: a &lt;strong&gt;level 1&lt;/strong&gt; house becomes level 2 if it has access to better-quality goods, then level 3 if the diversity of manufactured products is sufficient. It’s the medieval equivalent of Anno’s system, but rooted in a village economy rather than an imperial one.&lt;/p&gt;
&lt;h3 id=&quot;battles-tactical-rts-or-mere-ornament&quot;&gt;Battles: tactical RTS or mere ornament?&lt;/h3&gt;
&lt;p&gt;&lt;em&gt;Manor Lords&lt;/em&gt; has owned a &lt;strong&gt;dual identity&lt;/strong&gt; from the start: city-builder + medieval RTS inspired by Total War. Successive patches polished this military layer, but let’s be clear: it’s the &lt;strong&gt;least developed aspect&lt;/strong&gt; of the game.&lt;/p&gt;
&lt;p&gt;Battles unfold on the actual terrain of your campaign map, which is unique. Units — militia raised from your peasants, mercenaries hired with gold, later knights — maneuver in formations, with fatigue, morale, and formation management. On paper, it’s ambitious.&lt;/p&gt;
&lt;p&gt;In practice, &lt;strong&gt;three limits&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Modest unit variety&lt;/strong&gt; compared to Total War: militia, archers, spearmen, a few elite units. No real doctrinal diversification.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Imperfect enemy AI&lt;/strong&gt;: neighboring lords maneuver correctly but without strategic surprise.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Basic sieges&lt;/strong&gt;: capturing fortifications stays functional but doesn’t rival Total War sieges, even after MU5’s castle rework.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Verdict: &lt;strong&gt;battles are a pleasant complement, not the heart of the game.&lt;/strong&gt; If you buy Manor Lords expecting a medieval Total War, you’ll be disappointed. If you buy it for urbanism and accept the military dimension as a bonus, it’s perfect.&lt;/p&gt;
&lt;h3 id=&quot;economy-terrain-seasons-the-simulation-depth&quot;&gt;Economy, terrain, seasons: the simulation depth&lt;/h3&gt;
&lt;p&gt;This is where &lt;em&gt;Manor Lords&lt;/em&gt; crushes most of its competitors — even more so since the December 2025 food rework. The &lt;strong&gt;simulation depth&lt;/strong&gt; combines several interconnected systems:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Soil fertility&lt;/strong&gt; differentiated per plot, with crop rotation (fallow, legumes, cereals) historically modeled&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Real seasonal cycle&lt;/strong&gt;: spring sowing, late-summer harvests, winter stocks to anticipate or face famine&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Artisanal production chains&lt;/strong&gt; going from raw (logging, livestock, agriculture) to manufactured (leather, clothing, weapons)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Trade&lt;/strong&gt; with routes and caravans, dynamic prices based on regional supply and demand&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Regions and land ownership&lt;/strong&gt; — you’re a lord, you grant (or not) lands to your local nobility&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The cumulative effect is powerful: you don’t play a game of &lt;em&gt;Manor Lords&lt;/em&gt;, you &lt;strong&gt;bring a manor to life&lt;/strong&gt; over several virtual decades. A bad harvest three years earlier may still bite if your reserves are low. This &lt;strong&gt;economic inertia&lt;/strong&gt; is what sets the game apart from more arcade city-builders like &lt;em&gt;Foundation&lt;/em&gt; or &lt;em&gt;Farthest Frontier&lt;/em&gt;.&lt;/p&gt;
&lt;h3 id=&quot;major-update-5-dec-2025-what-really-changed&quot;&gt;Major Update 5 (Dec 2025): what really changed&lt;/h3&gt;
&lt;p&gt;Released in December 2025, &lt;strong&gt;Major Update 5&lt;/strong&gt; (version 0.8.050) is the biggest update since the EA launch. Three structural reworks:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Complete food + economy overhaul.&lt;/strong&gt; Food resources have a new logic for storage, household consumption, and seasonal interaction. More realism, more long-term management stakes — and the end of several exploits that made EA a bit too comfortable.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Castle mechanic reconstruction.&lt;/strong&gt; Placement, fortification, regional role: the castle becomes a real territorial power center again, not just a decorative building. Fortifications now interact seriously with the military layer.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Two new modes — Duel and Fractured Realm.&lt;/strong&gt; &lt;strong&gt;Duel&lt;/strong&gt; mode pits the player against a more aggressive AI lord on a map designed for direct confrontation. &lt;strong&gt;Fractured Realm&lt;/strong&gt; offers a more unstable political context, with shifting map conditions and precarious alliances.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For Early Access buyers, MU5 is &lt;strong&gt;free&lt;/strong&gt; and is a real reason to relaunch the game. For newcomers, it’s the most complete state of the title to date — but still in EA.&lt;/p&gt;
&lt;h3 id=&quot;where-is-10-the-studios-slow-pace-raises-concerns&quot;&gt;Where is 1.0? The studio’s slow pace raises concerns&lt;/h3&gt;
&lt;p&gt;This is the topic that’s dominated the Manor Lords community since summer 2025. After a sharply slowed patch cadence in the first half of the year, several voices worried about a project losing momentum. &lt;strong&gt;December 2025’s MU5&lt;/strong&gt; partially reassured — it’s a substantial patch, proving Slavic Magic hasn’t abandoned the project — but it didn’t dispel the underlying concern.&lt;/p&gt;
&lt;p&gt;Greg Styczeń publicly acknowledged the difficulty of the 2025 cycle, indicating the studio was taking time to rethink what went wrong to ensure it won’t happen again (wording picked up by PCGamer after MU5 shipped). Honest read: solo dev development of a game this ambitious, sustained by massive community expectation, exposes the project to a real risk of burnout.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Mid-2026, no 1.0 date is confirmed.&lt;/strong&gt; Community hypotheses oscillate between late 2026 and the first half of 2027, without official commitment from the studio. The stakes are no longer so much about content as about cadence: Manor Lords already has the material of an excellent game; it now needs the finish and patch rhythm of a product in its final stretch.&lt;/p&gt;
&lt;h3 id=&quot;persistent-weaknesses&quot;&gt;Persistent weaknesses&lt;/h3&gt;
&lt;p&gt;Not everything is perfect, and some long-standing criticisms haven’t fully disappeared:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Map variety still limited.&lt;/strong&gt; The map generator produces credible terrains but ones that eventually look alike. After 60 hours, you’ve seen all configurations. MU5’s Fractured Realm mode helps a bit, but doesn’t solve the underlying issue.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Late game runs out of steam.&lt;/strong&gt; Once your manor is prosperous, the game struggles to offer new challenges. Diplomacy has progressed but isn’t enough to recreate the tension of the first hours. A 100% peaceful city-builder isn’t an absolute flaw — but those seeking constant escalation will be disappointed.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Imperfect military animations.&lt;/strong&gt; Battles, despite the polish, retain somewhat stiff combat animations compared to a recent Total War. Visually, the game impresses in urbanism mode and slightly disappoints in battle mode.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;No multiplayer.&lt;/strong&gt; &lt;em&gt;Manor Lords&lt;/em&gt; remains 100% solo. Understandable for a solo dev studio, but frustrating for those who would have liked to play with two or three on a regional map.&lt;/p&gt;
&lt;h3 id=&quot;status-check-who-its-for-who-it-isnt&quot;&gt;Status check: who it’s for, who it isn’t&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Buy Manor Lords today if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You enjoy city-builders with &lt;strong&gt;real simulation depth&lt;/strong&gt; (Banished, Foundation, Farthest Frontier speak to you)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Realistic terrain&lt;/strong&gt; and seasonal cycle attract you more than grids and tiles&lt;/li&gt;
&lt;li&gt;You accept buying a game &lt;strong&gt;still in Early Access&lt;/strong&gt;, with a 1.0 without a confirmed date&lt;/li&gt;
&lt;li&gt;You accept the military aspect as a &lt;strong&gt;bonus&lt;/strong&gt; rather than the core&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Wait longer if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You want to buy only at &lt;strong&gt;finalized 1.0&lt;/strong&gt; — legitimate, and probably still several months away&lt;/li&gt;
&lt;li&gt;You’re looking for a &lt;strong&gt;medieval Total War&lt;/strong&gt; — wrong address, grab &lt;em&gt;Total War: Medieval II&lt;/em&gt; or &lt;em&gt;Crusader Kings III&lt;/em&gt; instead&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Multiplayer&lt;/strong&gt; is essential for you&lt;/li&gt;
&lt;li&gt;You expected a game with a &lt;strong&gt;strong scenario&lt;/strong&gt; — Manor Lords stays a sandbox without narration&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Status score: 8/10 pending 1.0.&lt;/strong&gt; &lt;em&gt;Manor Lords&lt;/em&gt; in May 2026 is what it promised to be in April 2024: a unique medieval city-builder, carried by a clear vision. But it remains a game in Early Access, and the studio’s 2025 slowdown forces us to talk about a status check rather than a final verdict. 1.0, when it comes, will tell us whether this score climbs or stabilizes.&lt;/p&gt;
&lt;h3 id=&quot;going-further&quot;&gt;Going further&lt;/h3&gt;
&lt;p&gt;If you’re looking for another deep medieval strategy experience, our &lt;a href=&quot;/en/complete-beginner-guide-crusader-kings-3-2026/&quot;&gt;Crusader Kings 3 overview&lt;/a&gt; covers the most narrative-rich grand strategy of the era. For more tactical medieval combat, &lt;a href=&quot;/en/total-war-warhammer-3-complete-guide-factions-mods-2026/&quot;&gt;Total War: Warhammer 3&lt;/a&gt; remains the reference for large-scale battles.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/1363080/Manor_Lords/&quot;&gt;Official Steam page for Manor Lords&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://manorlords.com/&quot;&gt;Official Manor Lords website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>Total War: Warhammer 40,000 — Mid-2026 Update (Warcore, Factions, Release Window)</title><link>https://after-strategy.com/en/total-war-warhammer-40000-mid-2026-update-warcore-factions/</link><guid isPermaLink="true">https://after-strategy.com/en/total-war-warhammer-40000-mid-2026-update-warcore-factions/</guid><description>Five months after the Game Awards 2025 announcement, here&apos;s the mid-2026 status on Total War: Warhammer 40,000: Warcore engine, likely factions, release window.</description><pubDate>Sat, 09 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;As of May 9, 2026, five months after the official reveal of &lt;strong&gt;Total War: Warhammer 40,000&lt;/strong&gt; at The Game Awards 2025, the project has moved out of rumor territory and into a mid-development preview phase. Creative Assembly has set the foundations — engine, tone, key art, narration — and the community is starting to form sharper hypotheses about what this first 40K Total War will actually look like. Here’s the full status: what’s confirmed, what’s still uncertain, and what really changes compared to the Warhammer Fantasy trilogy.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;At a glance:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Official announcement&lt;/strong&gt;: The Game Awards 2025, trailer narrated by &lt;strong&gt;David Harbour&lt;/strong&gt;, key art by &lt;strong&gt;Paul Dainton&lt;/strong&gt; (legendary Games Workshop artist)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Warcore engine&lt;/strong&gt;: brand-new proprietary engine, &lt;strong&gt;distinct&lt;/strong&gt; from the Total War: Warhammer 3 engine — this is CA’s biggest technical pivot in years&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Likely factions&lt;/strong&gt;: Space Marines visually present, plus 3–5 expected canon factions (Orks, Tyranids, Chaos, Necrons, Eldar) — no official roster published&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Release window&lt;/strong&gt;: not dated — new engine = long development, analysts bet on &lt;strong&gt;late 2026 to 2028&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cross-platform&lt;/strong&gt;: the Total War series is coming to &lt;strong&gt;Xbox and PlayStation&lt;/strong&gt;, which makes a console day-one launch credible&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1.webp&quot; alt=&quot;Total War: WARHAMMER 40,000 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1-480w.webp 480w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1-800w.webp 800w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-tga-2025-reveal-what-was-officially-confirmed&quot;&gt;The TGA 2025 reveal: what was officially confirmed&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-warcore-engine-why-a-new-engine&quot;&gt;The Warcore engine: why a new engine?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-likely-factions-space-marines-orks-tyranids-and-the-rest&quot;&gt;Likely factions: Space Marines, Orks, Tyranids… and the rest?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-release-window-what-ca-and-analysts-are-saying&quot;&gt;Release window: what CA and analysts are saying&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-cross-platform-total-war-on-xbox-playstation-a-series-first&quot;&gt;Cross-platform: Total War on Xbox/PlayStation (a series first)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-total-war-warhammer-40k-vs-wh3-what-changes&quot;&gt;Total War: Warhammer 40K vs WH3: what changes?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-going-further&quot;&gt;Going further&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;the-tga-2025-reveal-what-was-officially-confirmed&quot;&gt;The TGA 2025 reveal: what was officially confirmed&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2.webp&quot; alt=&quot;Total War: WARHAMMER 40,000 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2-480w.webp 480w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2-800w.webp 800w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;On December 11, 2025, on the stage of &lt;strong&gt;The Game Awards&lt;/strong&gt;, Creative Assembly ended more than three years of rumors by officially announcing &lt;strong&gt;Total War: Warhammer 40,000&lt;/strong&gt;. The reveal came as a polished &lt;strong&gt;cinematic trailer&lt;/strong&gt;, with no gameplay, but loaded with strong production signals.&lt;/p&gt;
&lt;p&gt;Three things from that reveal deserve a closer look:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;1. Narration by David Harbour.&lt;/strong&gt; The trailer is carried by the voice of the American actor (Stranger Things, Hellboy 2019, Black Widow), an Emmy nominee. That’s not trivial: Creative Assembly and SEGA have never invested at this voice-casting tier on a Total War trailer before. Choosing a mainstream English-language actor signals &lt;strong&gt;global marketing ambition&lt;/strong&gt;, not a niche product targeting hardcore lore fans only.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2. Key art by Paul Dainton.&lt;/strong&gt; For those who don’t know the name: Paul Dainton is one of the &lt;strong&gt;most iconic Games Workshop illustrators&lt;/strong&gt;, behind dozens of codex covers and 40K product art over many years. Trusting Dainton with the key art rather than an in-house CA artist is a direct signal to Warhammer fans: &lt;strong&gt;the project is being treated with respect for the visual canon&lt;/strong&gt; that GW has built.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3. The Warcore engine.&lt;/strong&gt; This is probably the biggest technical reveal: Creative Assembly has confirmed that the game runs on a &lt;strong&gt;brand-new proprietary engine&lt;/strong&gt; called &lt;strong&gt;Warcore&lt;/strong&gt;, and &lt;strong&gt;not on an updated version of the Total War: Warhammer 3 engine&lt;/strong&gt;. We dig into this in the next section, but it’s the point that changes everything.&lt;/p&gt;
&lt;p&gt;What was &lt;strong&gt;not&lt;/strong&gt; confirmed at TGA 2025: no specific named faction, no gameplay mechanic, no date, no specific platform. CA produced a brand teaser, not a product preview.&lt;/p&gt;
&lt;h3 id=&quot;the-warcore-engine-why-a-new-engine&quot;&gt;The Warcore engine: why a new engine?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3.webp&quot; alt=&quot;Total War: WARHAMMER 40,000 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3-480w.webp 480w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3-800w.webp 800w, /images/articles/total-war-warhammer-40000-bilan-mi-2026-warcore-factions/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;This is the most structurally important element of the announcement, and the one with the most concrete consequences for what comes next.&lt;/p&gt;
&lt;p&gt;Creative Assembly has been iterating on the &lt;strong&gt;Warscape engine&lt;/strong&gt; (introduced with Empire: Total War in 2009) for over 15 years, generation after generation. The Warhammer Fantasy trilogy (2016, 2017, 2022) pushed Warscape to its limits: large-scale magic, massive flying creatures, unique hero unit visuals. But the engine was clearly showing its age — performance and AI complaints about the late Warhammer 3 patches are direct evidence of that.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why change now?&lt;/strong&gt; Several likely reasons:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Warhammer 40K = galactic scale.&lt;/strong&gt; The 40K universe isn’t continental, it’s inter-system. The legacy engine was designed for terrestrial campaign maps, not for modeling dozens of worlds spread across a galactic sector.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ranged combat dominance.&lt;/strong&gt; Where the Warhammer trilogy was built around melee and magic, 40K is a universe where &lt;strong&gt;80% of units shoot&lt;/strong&gt;. Bolters, lasguns, gauss flayers, plasma rifles: ballistics is central. Warcore is probably reworked to handle trajectory consistency and large-scale cover AI.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cross-platform.&lt;/strong&gt; If the series is coming to Xbox and PlayStation, the engine has to be designed with console targets from day one — which Warscape never was.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Modern architectures.&lt;/strong&gt; Multi-core, ray tracing, DirectStorage, GPU compute: an engine designed in 2024–2025 starts from a radically different baseline than something iterated since 2009.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Direct implication:&lt;/strong&gt; a brand-new engine is expensive and slow. That’s argument number one behind the long release-window estimates (see below). You don’t ship a Total War on a fully new engine in 18 months.&lt;/p&gt;
&lt;h3 id=&quot;likely-factions-space-marines-orks-tyranids-and-the-rest&quot;&gt;Likely factions: Space Marines, Orks, Tyranids… and the rest?&lt;/h3&gt;
&lt;p&gt;No official roster has been published as of mid-2026. What follows is therefore &lt;strong&gt;reasonable speculation&lt;/strong&gt;, based on visual hints from the trailer, Paul Dainton’s key art, and Creative Assembly’s commercial logic.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Very likely at launch (3 to 5 base factions):&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Space Marines (Adeptus Astartes).&lt;/strong&gt; Visually present in the trailer and key art. The absolute commercial flagship of the 40K franchise. &lt;strong&gt;Near-certain faction&lt;/strong&gt; at launch. The open question is which chapters will be represented (Ultramarines as the generic baseline, more likely Blood Angels and/or Space Wolves for gameplay diversity).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Orks.&lt;/strong&gt; The classic comic-brutal counter to Space Marines. Horde mechanics and victory-driven growth (the “Waaagh!”) fit naturally into the Total War format. &lt;strong&gt;Very likely.&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Tyranids.&lt;/strong&gt; Pure Lovecraftian horde. Asymmetric, terrifying, perfect for embodying the non-Chaos xenos threat. &lt;strong&gt;Likely&lt;/strong&gt; — it’s the most natural pick for a third faction that’s neither Imperium nor Chaos.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Likely (launch or near-launch DLC):&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Chaos Space Marines.&lt;/strong&gt; The corrupted mirror of the Space Marines, with a corruption mechanic that would echo Archaon in Warhammer 3.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Necrons.&lt;/strong&gt; Legendary technological faction, progressive awakening mechanic, very tactical gameplay.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Eldar (Aeldari).&lt;/strong&gt; Extreme mobility, fragility, psykers — an interesting design challenge.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Astra Militarum (Imperial Guard).&lt;/strong&gt; Numerical, artillery-heavy, consistent with the “total war” tone of the franchise.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Let’s stay clear-eyed:&lt;/strong&gt; Creative Assembly has confirmed &lt;strong&gt;zero&lt;/strong&gt; factions by name. All names above are &lt;strong&gt;community probabilities&lt;/strong&gt;, not studio commitments. The trailer showed Space Marine silhouettes and a generic grimdark setting — nothing more.&lt;/p&gt;
&lt;p&gt;The other structural question is the &lt;strong&gt;release model&lt;/strong&gt;: a single standalone game? A trilogy like Warhammer Fantasy? A base game plus several years of DLC? No official communication. Given the cost of a new engine, the most likely bet is &lt;strong&gt;a substantial base game with 4–6 factions, expanded over 4–5 years of DLC&lt;/strong&gt;.&lt;/p&gt;
&lt;h3 id=&quot;release-window-what-ca-and-analysts-are-saying&quot;&gt;Release window: what CA and analysts are saying&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Officially: no date.&lt;/strong&gt; Creative Assembly gave no window, not even an approximate one, at the TGA 2025 reveal. And the studio probably won’t anytime soon.&lt;/p&gt;
&lt;p&gt;Here’s what we can &lt;strong&gt;reasonably&lt;/strong&gt; estimate from the known elements:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Not before late 2026.&lt;/strong&gt; Warcore is brand new, the announcement is barely 5 months old, and there’s no public gameplay yet. A pre-late-2026 release is technically possible but commercially implausible.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2027 = credible median estimate.&lt;/strong&gt; That’s the window most strategy analysts are pointing to. Far enough out for Warcore to stabilize, close enough that the TGA 2025 announcement effect doesn’t evaporate.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2028 = realistic conservative scenario.&lt;/strong&gt; If you factor in Creative Assembly’s classic delays on big projects (Warhammer 3 slipped, Pharaoh was reworked), 2028 is the “no surprises” horizon.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;What pushes toward a long development:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Brand-new engine (see previous section)&lt;/li&gt;
&lt;li&gt;Sensitive IP — Games Workshop won’t tolerate a rushed product on 40K&lt;/li&gt;
&lt;li&gt;Cross-platform validation on consoles&lt;/li&gt;
&lt;li&gt;CA’s classic 12–18 months of marketing teasing before launch&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;What could accelerate:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;SEGA pushing for regular releases (shareholder pressure)&lt;/li&gt;
&lt;li&gt;Creative Assembly probably started Warcore well before 2024 — the TGA 2025 reveal doesn’t mark the start of development, just its &lt;strong&gt;public unveil&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;What to watch: &lt;strong&gt;SEGA’s summer 2026 conference&lt;/strong&gt; (likely Gamescom) and &lt;strong&gt;TGA 2026&lt;/strong&gt; in December, where we expect a first gameplay reveal with at least one officially named faction.&lt;/p&gt;
&lt;h3 id=&quot;cross-platform-total-war-on-xboxplaystation-a-series-first&quot;&gt;Cross-platform: Total War on Xbox/PlayStation (a series first)&lt;/h3&gt;
&lt;p&gt;This is a less-discussed but structurally important signal: the Total War series is coming to &lt;strong&gt;Xbox and PlayStation&lt;/strong&gt;. The information comes from editorial coverage around the TGA 2025 reveal (TweakTown notably) and isn’t yet a product-specific confirmation for Warhammer 40K, but it changes the nature of the project.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why this is new:&lt;/strong&gt; Total War is a PC-native franchise, optimized for mouse and keyboard, with complex UIs (empire management, battle orders, micro-management). No Total War has ever launched day one on a modern console. Aside from Total War Battles (mobile) and a few exotic ports, the series is fundamentally PC.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why it’s doable now:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Current consoles (PS5, Xbox Series X) have the raw power required&lt;/li&gt;
&lt;li&gt;Modern Xbox/PS5 controllers have enough buttons and modifiers to map a Total War UI — given heavy UX work&lt;/li&gt;
&lt;li&gt;The Warcore engine is built for multi-platform from the start&lt;/li&gt;
&lt;li&gt;The console RTS market has solidified (Halo Wars 2, Age of Empires on Xbox, Iron Harvest)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;The UX challenge:&lt;/strong&gt; the real question isn’t raw performance, it’s &lt;strong&gt;translating&lt;/strong&gt; Total War complexity to a controller without betraying it. If CA pulls it off, it’s a major commercial play — the 40K console market is massive (Space Marine 2 demonstrated this). If CA fails, it could even hurt the PC experience (UI degraded by cross-platform constraints).&lt;/p&gt;
&lt;p&gt;As of mid-2026, &lt;strong&gt;nothing is confirmed for Warhammer 40K specifically&lt;/strong&gt;. But SEGA’s strategic trajectory clearly points to a multi-platform launch.&lt;/p&gt;
&lt;h3 id=&quot;total-war-warhammer-40k-vs-wh3-what-changes&quot;&gt;Total War: Warhammer 40K vs WH3: what changes?&lt;/h3&gt;
&lt;p&gt;Assuming the Warcore engine is purpose-built for 40K (and not just a Warscape repackaging), here’s what should fundamentally change compared to Warhammer 3:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;

















































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Aspect&lt;/th&gt;&lt;th&gt;Warhammer 3 (reference)&lt;/th&gt;&lt;th&gt;Warhammer 40K (anticipated)&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Engine&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Warscape (2009 lineage)&lt;/td&gt;&lt;td&gt;Warcore (new, 2024–2025)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Strategic map&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Continental, medieval fantasy&lt;/td&gt;&lt;td&gt;Inter-system, galactic sectors&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Dominant combat&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Melee + magic (Winds of Magic)&lt;/td&gt;&lt;td&gt;Long-range fire + psykers&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Unit scale&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Human/elf/dwarf regiments&lt;/td&gt;&lt;td&gt;Space Marine squads, Ork hordes, Tyranid swarms&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Magic / supernatural&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Winds of Magic, channeled spells&lt;/td&gt;&lt;td&gt;Psyker powers, Warp, Necron tech&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Sieges&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Medieval castles&lt;/td&gt;&lt;td&gt;Hive cities, ruined industrial worlds&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Economy&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Gold + province growth&lt;/td&gt;&lt;td&gt;Imperium credits? Sector resources? (TBC)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Platforms&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;PC only&lt;/td&gt;&lt;td&gt;PC + Xbox + PlayStation (likely)&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;The &lt;strong&gt;real design challenge&lt;/strong&gt; for Creative Assembly is managing the melee → ranged transition. Modern Total Wars are built around the &lt;strong&gt;clash of lines&lt;/strong&gt;, the moment two infantry blocks crash into each other. In 40K, that moment is statistically rarer: most engagements resolve at range, with cover, suppression, and a few elite melee units (Space Marines, Tyranids in close combat) standing as exceptions.&lt;/p&gt;
&lt;p&gt;If CA simply replicates the fantasy dynamic with a sci-fi reskin, the game will &lt;strong&gt;feel flat&lt;/strong&gt; to 40K fans. If they reinvent too much, they lose the Total War core audience. It’s a fine balance — and that’s probably why the studio took the time to build a dedicated engine rather than adapt Warscape.&lt;/p&gt;
&lt;h3 id=&quot;going-further&quot;&gt;Going further&lt;/h3&gt;
&lt;p&gt;To dig deeper into the Total War ecosystem and the WH40K expectations, here are our reference articles:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-3-complete-guide-factions-mods-2026/&quot;&gt;Total War: Warhammer 3 — full overview and fantasy RTS guide&lt;/a&gt; (Total War hub cornerstone)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/total-war-warhammer-3-factions-tier-list-immortal-empires-2026/&quot;&gt;Total War: Warhammer 3 factions tier list (Immortal Empires 2026)&lt;/a&gt; — to understand how CA balances massive rosters&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/fr/total-war-warhammer-40k-tout-ce-quon-sait-du-rts-ultra-sombre/&quot;&gt;Total War: Warhammer 40K — everything we know about the ultra-grim RTS&lt;/a&gt; — pre-announcement analysis, useful to compare with what we know now&lt;/li&gt;
&lt;li&gt;Creative Assembly announces Total War: Warhammer 40,000 — the raw announcement-day news&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/fr/total-war-25-ans-dhistoire-dun-projet-fou-a-medieval-3-et-au-dela/&quot;&gt;Total War: 25 years of history, from a crazy project to Medieval 3 and beyond&lt;/a&gt; — to frame CA’s overall roadmap&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;One thing to remember at mid-2026: &lt;strong&gt;Warhammer 40K is no longer a rumor&lt;/strong&gt;, but the project is still far from release. The technical bet on the Warcore engine and the cross-platform opening make it potentially &lt;strong&gt;the most ambitious Total War ever launched&lt;/strong&gt;, but also the riskiest. Next expected milestones: summer 2026 (first gameplay) and TGA 2026 (officially named faction). We’ll come back to this each step of the way.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/4199910/Total_War_WARHAMMER_40000/&quot;&gt;Official Steam page for Total War: WARHAMMER 40,000&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://warhammer40000.totalwar.com/&quot;&gt;Official Total War: WARHAMMER 40,000 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>Xenonauts 2 review: is the 1.0 release the true heir to classic X-COM?</title><link>https://after-strategy.com/en/xenonauts-2-review-version-1-0-full-release/</link><guid isPermaLink="true">https://after-strategy.com/en/xenonauts-2-review-version-1-0-full-release/</guid><description>Full review of Xenonauts 2 version 1.0, released April 2, 2026 after 3 years in Early Access. Has Goldhawk Interactive succeeded in modernizing classic X-COM?</description><pubDate>Wed, 06 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;On April 2, 2026, after nearly three years of Early Access, Goldhawk Interactive finally shipped &lt;em&gt;Xenonauts 2&lt;/em&gt; in version 1.0 on Steam, GOG, and the Epic Games Store. The small British studio’s goal: deliver the &lt;strong&gt;most faithful spiritual successor&lt;/strong&gt; to 1994’s X-COM, set in the late Cold War. After a month of play and 50+ hours of campaign, here’s our full verdict.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The most punishing tactical game&lt;/strong&gt; in its category — not an accessible XCOM-like, a true X-COM in the 1994 tradition&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;180+ battle maps&lt;/strong&gt; and real depth in global management (bases, R&amp;#x26;D, funding)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Pragmatic art direction&lt;/strong&gt; rather than spectacular — visual charm isn’t the strong suit&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;$39.99&lt;/strong&gt; — a fair price for a deep strategy game of this scope&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Verdict: 8/10&lt;/strong&gt; for X-COM old-school fans, &lt;strong&gt;6/10&lt;/strong&gt; for those seeking cinematic XCOM&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1.webp&quot; alt=&quot;Xenonauts 2 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1-480w.webp 480w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1-800w.webp 800w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-three-years-in-early-access-what-changed&quot;&gt;Three years in Early Access: what changed?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-tactical-core-punishing-combat-solid-pathfinding&quot;&gt;Tactical core: punishing combat, solid pathfinding&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-global-management-what-xcom-2-never-dared&quot;&gt;Global management: what XCOM 2 never dared&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-cleaners-the-new-narrative-faction&quot;&gt;The Cleaners: the new narrative faction&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-weaknesses-art-direction-and-repetition&quot;&gt;Weaknesses: art direction and repetition&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-verdict-who-it-s-for-who-it-isn-t&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;three-years-in-early-access-what-changed&quot;&gt;Three years in Early Access: what changed?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2.webp&quot; alt=&quot;Xenonauts 2 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2-480w.webp 480w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2-800w.webp 800w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Launched July 2023, Xenonauts 2 spent &lt;strong&gt;34 months&lt;/strong&gt; in Early Access. Over that period, Goldhawk listened to the community — often brutally honest — and reworked several core mechanics:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Less tedious early game&lt;/strong&gt;: the opening missions, long criticized as too repetitive, now offer real enemy-type and terrain variety&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Rewritten air combat&lt;/strong&gt;: the interception system was simplistic in beta, it’s now a full tactical mini-game&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Richer late game&lt;/strong&gt;: new UFO types, complex alien threats, endgame that no longer runs out of steam&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Redesigned UI and UX&lt;/strong&gt; with several iterative passes&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The 1.0 result is &lt;strong&gt;clean and playable&lt;/strong&gt; — which wasn’t a given.&lt;/p&gt;
&lt;h3 id=&quot;tactical-core-punishing-combat-solid-pathfinding&quot;&gt;Tactical core: punishing combat, solid pathfinding&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3.webp&quot; alt=&quot;Xenonauts 2 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3-480w.webp 480w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3-800w.webp 800w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;At Xenonauts 2’s heart is turn-based combat on 2-to-3-level maps. Goldhawk made the opposite choice from Firaxis: &lt;strong&gt;no hidden percentages, no heroic cinematics, no manufactured chance.&lt;/strong&gt; If your soldier misses an 80% shot, it’s because ballistics decided — and you’ll have to live with it.&lt;/p&gt;
&lt;p&gt;This approach has two consequences:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Maximum satisfaction&lt;/strong&gt; when plans work — you genuinely won, not carried by scripting&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Brutal punishment&lt;/strong&gt; when things fail — a single positioning mistake can cost three veteran soldiers&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The &lt;strong&gt;action preview system&lt;/strong&gt; (clearly inspired by XCOM 2, improved here) helps anticipate consequences. Combined with highly precise pathfinding — you can finally climb stairs without falling into the ambush you’d already spotted — combat becomes pure pleasure for hard-tactics fans.&lt;/p&gt;
&lt;h3 id=&quot;global-management-what-xcom-2-never-dared&quot;&gt;Global management: what XCOM 2 never dared&lt;/h3&gt;
&lt;p&gt;Where Xenonauts 2 crushes the competition is the &lt;strong&gt;global strategic layer&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Multiple bases&lt;/strong&gt; to manage simultaneously (unlike XCOM 2 centralizing everything on the Avenger)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Multi-nation funding&lt;/strong&gt; with distinct reputations — losing Japan’s trust doesn’t affect your US rating&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Parallel R&amp;#x26;D&lt;/strong&gt; — 3 to 5 science projects simultaneously, each with tech prerequisites&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Interception patrols&lt;/strong&gt; to coordinate globally, strategic choice on fighter positioning&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It’s &lt;strong&gt;complex, sometimes bewildering&lt;/strong&gt;, but it rewards anticipation. You recover the 1994 X-COM feel that no game since really captured — except maybe the old &lt;em&gt;UFO: Aftermath&lt;/em&gt; series of the 2000s.&lt;/p&gt;
&lt;h3 id=&quot;the-cleaners-the-new-narrative-faction&quot;&gt;The Cleaners: the new narrative faction&lt;/h3&gt;
&lt;p&gt;&lt;em&gt;Xenonauts 2&lt;/em&gt; introduces a secret human faction — &lt;strong&gt;The Cleaners&lt;/strong&gt; — that operates alongside the alien invasion. They’re sleeper agents sabotaging Xenonauts efforts from within: government infiltration, disinformation, black ops.&lt;/p&gt;
&lt;p&gt;Narratively, this is denser than &lt;em&gt;Xenonauts 1&lt;/em&gt;. The 1.0 version significantly enriched this storyline with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;New dedicated mission types (Cleaners base raids, extractions)&lt;/li&gt;
&lt;li&gt;Scripted events that progressively reveal their motives&lt;/li&gt;
&lt;li&gt;A final choice that affects the campaign ending&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It stays &lt;strong&gt;less memorable&lt;/strong&gt; than XCOM 2’s Avatar storyline cinematically, but &lt;strong&gt;smarter&lt;/strong&gt; in its writing. No caricature villain speeches, just a slow buildup of paranoia.&lt;/p&gt;
&lt;h3 id=&quot;weaknesses-art-direction-and-repetition&quot;&gt;Weaknesses: art direction and repetition&lt;/h3&gt;
&lt;p&gt;Two real critiques to address:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Pragmatic art direction&lt;/strong&gt;: the graphics are functional, clean, readable — but &lt;strong&gt;charmless&lt;/strong&gt;. Maps look similar despite the count (180+), aliens have generic designs, UI is efficient but lacks personality. After 30 hours, you miss XCOM 2’s Gothic overture style.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Limited mission variety&lt;/strong&gt;: despite the effort, the campaign eventually &lt;strong&gt;goes in circles&lt;/strong&gt;. UFO recovery → terror mission → enemy base raid → repeat. The first 50 hours are excellent, the next 20 less so.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;High failure penalty&lt;/strong&gt;: losing a mission can trigger catastrophic domino effects. Some Iron Man players abandoned their campaign after a single failure. The game owns this choice — it’s authentic X-COM — but it can drive new players away.&lt;/p&gt;
&lt;h3 id=&quot;verdict-who-its-for-who-it-isnt&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Buy Xenonauts 2 if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You loved original 1994 X-COM or the 2000s &lt;em&gt;UFO: Aftermath&lt;/em&gt; series&lt;/li&gt;
&lt;li&gt;You want a real tactical challenge without narrative crutches&lt;/li&gt;
&lt;li&gt;You enjoy global strategic management (multi-base, parallel R&amp;#x26;D)&lt;/li&gt;
&lt;li&gt;The $39.99 price doesn’t put you off for 80+ hours of gameplay&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Skip it if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You want an accessible cinematic XCOM (grab &lt;em&gt;XCOM 2 + Chimera Squad&lt;/em&gt; instead)&lt;/li&gt;
&lt;li&gt;Art direction matters to you&lt;/li&gt;
&lt;li&gt;You hate losing 5 hours of progress to a single bad mission&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;To compare Xenonauts 2 with the other major 2026 tacticals, see our &lt;a href=&quot;/en/xcom-2-complete-guide-tactical-strategy-2026/&quot;&gt;tactical strategy guide 2026&lt;/a&gt;. To expand the genre, our &lt;a href=&quot;/en/humankind-complete-guide-4x-civilization-alternative-2026/&quot;&gt;4X space comparison&lt;/a&gt; covers the other angles.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Final score: 8/10&lt;/strong&gt; for hard-tactics fans, &lt;strong&gt;6/10&lt;/strong&gt; for general audiences.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/538030/Xenonauts_2/&quot;&gt;Official Steam page for Xenonauts 2&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.hoodedhorse.com/games/xenonauts-2&quot;&gt;Official Xenonauts 2 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>EU5, 6 months later: what Paradox has fixed, what still needs work</title><link>https://after-strategy.com/en/eu5-6-months-later-paradox-review-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/eu5-6-months-later-paradox-review-2026/</guid><description>Six months after Europa Universalis V&apos;s release, full review: patch timeline, features added, bugs that remain, 2026 roadmap. Everything to know before buying or coming back.</description><pubDate>Mon, 04 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Six months. On November 4, 2025, &lt;em&gt;Europa Universalis V&lt;/em&gt; finally launched, six years after EU4. Today, May 4, 2026, it’s time to step back: what has Paradox fixed, what still needs work, and has the game finally earned its status as a modern grand strategy flagship?&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;12 patches&lt;/strong&gt; shipped in 6 months — an aggressive but coherent cadence&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2 major patches&lt;/strong&gt; (Rossbach in March, 1.2 in April) that transformed the game&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Launch frustrations&lt;/strong&gt; (micro-management, flat economy) are largely fixed&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The remaining real problems&lt;/strong&gt; are finer-grained: diplomatic AI, naval pathfinding, non-European content&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;DLC roadmap&lt;/strong&gt; taking shape for Q3 2026&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-1.webp&quot; alt=&quot;Europa Universalis 5 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-1-480w.webp 480w, /images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-1-800w.webp 800w, /images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-timeline-6-months-12-patches&quot;&gt;Timeline: 6 months, 12 patches&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-what-paradox-has-fixed&quot;&gt;What Paradox has fixed&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-what-finally-really-works&quot;&gt;What finally really works&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-problems-that-persist&quot;&gt;Problems that persist&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-paradox-roadmap-what-s-coming&quot;&gt;Paradox roadmap: what’s coming&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-verdict-should-you-play-eu5-now&quot;&gt;Verdict: should you play EU5 now?&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;timeline-6-months-12-patches&quot;&gt;Timeline: 6 months, 12 patches&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-2.webp&quot; alt=&quot;Europa Universalis 5 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-2-480w.webp 480w, /images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-2-800w.webp 800w, /images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;To frame the development pace, here’s the full timeline since launch:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Nov 4, 2025&lt;/strong&gt; — Launch (1.0), forum on fire&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Nov 6-20, 2025&lt;/strong&gt; — Three critical hotfixes (1.0.2 to 1.0.7): crashes, corrupted saves&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Dec 2-17, 2025&lt;/strong&gt; — Minor patches 1.0.8 to 1.0.10, stabilization&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Jan 20, 2026&lt;/strong&gt; — 1.0.11, last minor patch of the 1.0 branch&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Feb 3, 2026&lt;/strong&gt; — 1.1 beta opens (Rossbach)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mar 5, 2026&lt;/strong&gt; — &lt;strong&gt;Patch 1.1 Rossbach&lt;/strong&gt; (version 1.1.9): Unit Templates, Peasant Enfranchisement, Brandenburg disaster&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mar 17, 2026&lt;/strong&gt; — Hotfix 1.1.10&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Apr 8, 2026&lt;/strong&gt; — &lt;strong&gt;Patch 1.2&lt;/strong&gt;: Urban Rights, full economic overhaul&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Two major patches in 6 months — that’s the cadence Paradox promised. Compared to the catastrophic &lt;em&gt;Imperator: Rome&lt;/em&gt; launch in 2019, EU5 shows they learned.&lt;/p&gt;
&lt;h3 id=&quot;what-paradox-has-fixed&quot;&gt;What Paradox has fixed&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-3.webp&quot; alt=&quot;Europa Universalis 5 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-3-480w.webp 480w, /images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-3-800w.webp 800w, /images/articles/eu5-6-mois-apres-bilan-paradox-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;launch frustrations&lt;/strong&gt; were clear and the Paradox Plaza community chanted them on repeat:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Heavy late-game micro-management&lt;/strong&gt; → fixed by Unit Templates and Rally Points (patch 1.1)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Flat economy&lt;/strong&gt;, all regions felt identical → fixed by removing static caps and adding Urban Rights (patch 1.2)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Combined-siege crashes&lt;/strong&gt; → fixed since 1.0.7&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Multiplayer save corruption&lt;/strong&gt; → fixed since 1.0.9&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Balkan land pathfinding&lt;/strong&gt; → fixed in 1.1.10&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Broken European scripted events&lt;/strong&gt; → fixed progressively through hotfixes&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It’s an impressive list. A player returning today after dropping the game in November will barely recognize it.&lt;/p&gt;
&lt;h3 id=&quot;what-finally-really-works&quot;&gt;What finally really works&lt;/h3&gt;
&lt;p&gt;Beyond the fixes, certain mechanics &lt;strong&gt;finally make sense&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The religious system&lt;/strong&gt;: Lutheran and Calvinist reforms, buggy at launch, are now a genuine mid-game strategic mechanic&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Baltic Sea trade&lt;/strong&gt;: with maritime Urban Rights and the new economic math, playing the Hanseatic League or Denmark is finally rewarding&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Royal dynasties&lt;/strong&gt;: inheritances, marriages and personal unions are much clearer than at launch (UI reworked in 1.0.10)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Peasant revolts&lt;/strong&gt;: with Peasant Enfranchisement, they become a social lever rather than a random punishment&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;War timing&lt;/strong&gt;: recruitment, troop fatigue and logistics work as a coherent system, at last&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;problems-that-persist&quot;&gt;Problems that persist&lt;/h3&gt;
&lt;p&gt;Not everything is rosy. Six months later, some friction points remain:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Passive diplomatic AI&lt;/strong&gt;: major AI powers don’t push hard enough, alliances become predictable past 1600&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Naval pathfinding in straits&lt;/strong&gt; (Bosphorus, Øresund, Gibraltar): fleets get stuck, turn around, head back — still the case in 1.2&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Non-European content&lt;/strong&gt; still thin: Manchuria was reworked in Rossbach but the Middle East and sub-Saharan Africa lack scripted events&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Peasant Enfranchisement balance&lt;/strong&gt;: too politically cheap (see our &lt;a href=&quot;/en/eu5-patch-1-1-rossbach-two-months-later/&quot;&gt;Rossbach patch analysis&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Late-game performance&lt;/strong&gt;: past 1700, lags become noticeable on mid-range PCs despite optimizations&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;None is a dealbreaker. But these are the worksites Paradox must tackle over the next 6 months.&lt;/p&gt;
&lt;h3 id=&quot;paradox-roadmap-whats-coming&quot;&gt;Paradox roadmap: what’s coming&lt;/h3&gt;
&lt;p&gt;Paradox published a &lt;em&gt;State of the Game&lt;/em&gt; on April 15 that clarifies the path forward:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Patch 1.2.1&lt;/strong&gt; (May 2026): polish, Urban Rights balancing, AI fixes&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Patch 1.3&lt;/strong&gt; (summer 2026): late religious system rework (17th-18th century), extended Counter-Reformation&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;First paid DLC&lt;/strong&gt; (planned Q3 2026): East Asia focus, new Ming/Qing/Japan events, likely a paid “immersion pack”&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Patch 1.4 / 2nd DLC&lt;/strong&gt; (2027): sub-Saharan Africa, new colonization system&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The EU4 DLC model is clearly returning. Good news for those who enjoy investing in a game over 10 years, bad news for those who find the Paradox formula exploitative.&lt;/p&gt;
&lt;h3 id=&quot;verdict-should-you-play-eu5-now&quot;&gt;Verdict: should you play EU5 now?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Yes, if you’re a grand strategy fan&lt;/strong&gt; and accept the imperfections of a Paradox game in active support. Version 1.2 is the best since launch and offers genuinely interesting campaigns — which wasn’t the case in November 2025.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Wait one more quarter&lt;/strong&gt; if you’re a casual player who prefers buying a “finished” game with its first major DLC. Patch 1.3 and the first paid immersion pack will likely arrive between July and October 2026, offering a complete package.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Avoid if you already hated EU4&lt;/strong&gt;: EU5 is its direct successor, with the same strengths and the same limits — a slow, tabular, time-demanding game. Rossbach and Urban Rights didn’t revolutionize the formula, they polished it.&lt;/p&gt;
&lt;p&gt;Six months in, EU5 is finally the game we were waiting for. Not perfect, but worthy of the name.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/3450310/Europa_Universalis_V/&quot;&gt;Official Steam page for Europa Universalis 5&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.paradoxinteractive.com/games/europa-universalis-v&quot;&gt;Official Europa Universalis 5 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category></item><item><title>Best PC Strategy Games 2026: Top 10 Ultimate Ranking</title><link>https://after-strategy.com/en/best-pc-strategy-games-2026-top-10-ultimate-ranking/</link><guid isPermaLink="true">https://after-strategy.com/en/best-pc-strategy-games-2026-top-10-ultimate-ranking/</guid><description>Our ranking of the 10 best PC strategy games in 2026: Crusader Kings III, Total War Warhammer 3, Age of Empires IV, Stellaris, Civilization VII, HOI4.</description><pubDate>Tue, 17 Feb 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;In 2026, the &lt;strong&gt;PC strategy games&lt;/strong&gt; genre has never been richer. Between historical titans (Paradox, Creative Assembly), 4X renaissances (Civilization VII), and RTS revivals (Tempest Rising), here’s &lt;strong&gt;our top 10 best PC strategy games in 2026&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/cover.webp&quot; alt=&quot;Total War Warhammer 3 illustrates the PC strategy games ranking with army, map and tactical combat&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/cover-480w.webp 480w, /images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/cover-800w.webp 800w, /images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/cover.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/screenshot-1.webp&quot; alt=&quot;Civilization VII represents the 4X side of the PC strategy games ranking with city, map and exploration&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/screenshot-1-480w.webp 480w, /images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/screenshot-1-800w.webp 800w, /images/articles/best-pc-strategy-games-2026-top-10-ultimate-ranking/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Watch the trailer for our #1, Crusader Kings III:&lt;/p&gt;
&lt;a class=&quot;yt-facade&quot; href=&quot;https://www.youtube.com/watch?v=wEISi9fNkMo&quot; data-yt=&quot;wEISi9fNkMo&quot; data-title=&quot;YouTube video&quot; aria-label=&quot;Play the video on YouTube&quot;&gt;&lt;img src=&quot;https://i.ytimg.com/vi/wEISi9fNkMo/hqdefault.jpg&quot; alt=&quot;&quot; width=&quot;480&quot; height=&quot;360&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;span class=&quot;yt-facade__play&quot; aria-hidden=&quot;true&quot;&gt;&lt;/span&gt;&lt;/a&gt;
&lt;h2 id=&quot;1-crusader-kings-iii-paradox&quot;&gt;1. Crusader Kings III (Paradox)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The king of dynastic grand strategy.&lt;/strong&gt; Play any noble from the Middle Ages (867-1453). Assassinations, political marriages, wars, heresies, character traits. Unmatched emergent narrative. Recent expansions (Royal Court, Tours and Tournaments, Legacy of Persia, Roads to Power) significantly enriched the content.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why #1&lt;/strong&gt;: no other game generates so many memorable stories. Every game is unique.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/en/ck3-console-commands-cheats-complete-guide-2026/&quot;&gt;CK3 console commands guide&lt;/a&gt; · &lt;a href=&quot;/en/ck3-best-mods-2026-top-10-total-conversions/&quot;&gt;Best CK3 mods&lt;/a&gt;&lt;/p&gt;
&lt;h2 id=&quot;2-total-war-warhammer-3-creative-assembly&quot;&gt;2. Total War: Warhammer 3 (Creative Assembly)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The best grand-scale tactical experience.&lt;/strong&gt; With &lt;strong&gt;Immortal Empires&lt;/strong&gt; (free DLC merging all 3 TW Warhammer games), the map is gigantic: 80+ playable factions, Chaos Undivided, Elves, Dwarves, Lizardmen, Khornate, Empire, Bretonnia. Spectacular battles with 10k+ units.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why #2&lt;/strong&gt;: the most complete TW ever made + Warhammer setting = perfect fusion.&lt;/p&gt;
&lt;h2 id=&quot;3-stellaris-paradox&quot;&gt;3. Stellaris (Paradox)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The ultimate space opera sandbox.&lt;/strong&gt; Explore a procedural galaxy, contact alien civilizations, challenge apocalyptic crises (Extradimensionals, Contingency, Scourge). Recent DLCs (Machine Age, Season 09) deeply enriched psionic and machine mechanics.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/en/stellaris-console-commands-cheats-complete-guide-2026/&quot;&gt;Stellaris console commands&lt;/a&gt; · &lt;a href=&quot;/en/stellaris-best-mods-2026-top-10-complete-guide/&quot;&gt;Top Stellaris mods&lt;/a&gt;&lt;/p&gt;
&lt;h2 id=&quot;4-civilization-vii-firaxis&quot;&gt;4. Civilization VII (Firaxis)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The modern and accessible 4X.&lt;/strong&gt; Civilization VII redefined the formula with &lt;strong&gt;era transitions&lt;/strong&gt; (each era changes civ + leader), &lt;strong&gt;universal leaders&lt;/strong&gt;, and an economic overhaul. Perfect for 4X beginners.&lt;/p&gt;
&lt;h2 id=&quot;5-hearts-of-iron-iv-paradox&quot;&gt;5. Hearts of Iron IV (Paradox)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The WW2 grand strategy reference.&lt;/strong&gt; Manage your nation from 1936 to 1948: military industry, political focuses, land/naval/air battles. Mythic mods (Kaiserreich, TNO, Road to 56).&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/en/hoi4-console-commands-cheats-complete-guide-2026/&quot;&gt;HOI4 console commands&lt;/a&gt; · &lt;a href=&quot;/en/hoi4-best-mods-2026-top-10-alternate-history/&quot;&gt;Best HOI4 mods&lt;/a&gt;&lt;/p&gt;
&lt;h2 id=&quot;6-age-of-empires-iv-relicworlds-edge&quot;&gt;6. Age of Empires IV (Relic/World’s Edge)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The classic historical RTS modernized.&lt;/strong&gt; AoE IV resurrected the franchise after 16 years with modern graphics while keeping the AoE DNA. Solid multiplayer modes, growing esports, excellent narrative campaigns.&lt;/p&gt;
&lt;h2 id=&quot;7-europa-universalis-iv-paradox&quot;&gt;7. Europa Universalis IV (Paradox)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The deepest historical grand strategy.&lt;/strong&gt; 1444-1821, 500+ playable nations, crazy economic/diplomatic depth. 12 years after release, still alive with regular patches.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/en/eu4-console-commands-cheat-codes-complete-guide-2026/&quot;&gt;EU4 cheat codes guide&lt;/a&gt; · &lt;a href=&quot;/en/eu4-best-mods-2026-top-10-total-conversions-overhauls/&quot;&gt;Best EU4 mods&lt;/a&gt;&lt;/p&gt;
&lt;h2 id=&quot;8-victoria-3-paradox&quot;&gt;8. Victoria 3 (Paradox)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The unique industrial grand strategy.&lt;/strong&gt; 1836-1936. Manage a &lt;strong&gt;pop-based economy&lt;/strong&gt;, industrialize, face socialist revolutions, colonialism. Experience different from any other Paradox game.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/en/victoria-3-console-commands-cheats-complete-guide-2026/&quot;&gt;Victoria 3 console commands&lt;/a&gt;&lt;/p&gt;
&lt;h2 id=&quot;9-tempest-rising-slipgate-ironworks&quot;&gt;9. Tempest Rising (Slipgate Ironworks)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The RTS renaissance.&lt;/strong&gt; Released in 2024, Tempest Rising is an old-school RTS (Command &amp;#x26; Conquer style) with modern graphics. 3 factions, solo campaigns, competitive multi. The long-awaited classic RTS return.&lt;/p&gt;
&lt;h2 id=&quot;10-xcom-2--war-of-the-chosen-firaxis&quot;&gt;10. XCOM 2 + War of the Chosen (Firaxis)&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The reference turn-based tactical.&lt;/strong&gt; XCOM 2 remains the best squad-based tactical experience. With War of the Chosen, replayability is infinite thanks to resistances and Chosen. Long War 2 mods for masochists.&lt;/p&gt;
&lt;h2 id=&quot;honorable-mentions&quot;&gt;Honorable mentions&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Europa Universalis V&lt;/strong&gt; — next-gen Paradox, still settling in in 2026&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Old World&lt;/strong&gt; — super-tactical historical 4X&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Age of Wonders 4&lt;/strong&gt; — fantasy 4X with insane customization&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Homeworld 3&lt;/strong&gt; — 3D space RTS&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Anno 1800&lt;/strong&gt; — industrial-era city-builder strategy&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Manor Lords&lt;/strong&gt; — medieval strategy in Banished + Total War style&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;/h2&gt;
&lt;p&gt;In 2026, PC remains &lt;strong&gt;the absolute platform for strategy games&lt;/strong&gt;. Whether you want deep grand strategy (Paradox), tactical battles (Total War), 4X (Civ, Stellaris), or classic RTS (AoE IV, Tempest Rising), there’s a masterpiece for every taste.&lt;/p&gt;
&lt;p&gt;To go deeper, see our guides on &lt;a href=&quot;/en/eu4-console-commands-cheat-codes-complete-guide-2026/&quot;&gt;EU4 console commands&lt;/a&gt;, &lt;a href=&quot;/en/hoi4-best-mods-2026-top-10-alternate-history/&quot;&gt;best HOI4 mods&lt;/a&gt;, and the &lt;a href=&quot;/en/napoleon-total-war-complete-guide-2026/&quot;&gt;complete Napoleon Total War guide&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/&quot;&gt;Official Steam page for Total War: Warhammer 3&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.totalwar.com/games/warhammer-iii/&quot;&gt;Official Total War: Warhammer 3 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category><category>rts</category><category>4x</category></item></channel></rss>