A Tactical Battle Simulator that allows you to command thousands of soldiers as a Union or Confederate General. The game features the most accurately created map, a non-linear battle campaign, complex morale, innovative control mechanics and smart AI.
User reviews:
Mostly Positive (37 reviews) - 78% of the 37 user reviews in the last 30 days are positive.
Very Positive (1,837 reviews) - 86% of the 1,837 user reviews for this game are positive.
Release Date: Oct 16, 2014

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“What I played was...fantastic.”

“One of the 20 best wargames of all time.”
PC Gamer

“Ultimate General: Gettysburg finds a perfect balance point between history, the depth that wargamers crave, and the effortless simplicity that makes it instantly appealing to a broad audience.”

About This Game

Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game features the most accurately created map, complex morale, innovative control mechanics and smart AI. You have the freedom to use different strategies while the battle progresses. Your decisions and military performance play a crucial role in the result. Lead your army and win the Battle of Gettysburg!

It has been voted as Best Strategy Game of 2014 by PCGamesN.

Main Features

Smart AI Commanders
Ultimate General: Gettysburg does not use “AI gameplay cheats” because it does not need them. The game’s difficulty is accomplished only by nine distinctive AI personalities, each with their own advantages and special skills. AI Commanders are able to evaluate and gain tactical superiority in real time, reacting according to their different commanding skills, aggressively or defensively, heroically or cunningly and resemble different, competent human players.

Each one of the AI generals is a formidable, non-scripted opponent who can actively try to flank you, secure strategic locations with artillery, keep reserves and reinforce areas that it attacks or defends. The AI will try to win the battle with tactics that fit to its personality. For example a defensive opponent may not attack ferociously in the first engagement and progressively advance its forces in the next battles.

What players say: “Fantastic AI - don't know what kind of brain you put in this game but it works”

Multi-Day Dynamic Battle
On the morning of July 1st 1863, the two armies meet near Gettysburg. Reinforcements arrive from historically accurate directions as the battle progresses, however, random events, delays and tactical differences are always a possibility that can change the results of each engagement compared to history.

Can you re-enact Pickett’s Charge? What if Lee attacked the center of the Union Army early in the morning of July 2nd of 1863 instead of attempting to flank the extreme left in the afternoon? What would happen if Meade counter-attacked on July 4th 1863? These questions and more can be answered within the game engine of Ultimate General: Gettysburg.

The battle is dynamically fought in time phases and can last up to 4 days. Each day can be separated by up to 3 time phases and the armies’ condition and positioning on the map are saved.

According to battle events, you have the possibility to take decisions that can change the tide of the battle based on your prior tactical prowess. For example, when leading the Confederates, on the morning of July 2nd, you can choose to attack at Cemetery Hill and not make a delayed flanking maneuver at Peach Orchard… if you have managed to take Seminary Ridge the previous day! You can even choose to defend and wait for your AI opponent to take the initiative between days. These choices greatly increase the number of possible battle outcomes and challenges.

What players say:“9 different AI profiles, multiple outcomes, multiple strategies, casualties carry over. This game is a different experience every time. Well worth it, can't wait for the next one.”

Easy Controls & Unit Self-Awareness
Drag simple movement arrows to command large forces easily. Units do not need your micromanagement because they are able to act on their own initiative and re-align, switch targets, withdraw and form battle lines without player input. Consequently, you are able to give generic commands to your units and can rely on them to fight efficiently without the need for “babysitting”.

What players say: “Innovative movement system - this is by far an awesome system they developed. It’s not only insanely easy to learn, but also incredibly innovative”

Detailed Map of Gettysburg
Utilizing satellite images and historical maps, every major location, house, ridge and hill are depicted as accurately as possible within the game’s unique art style. If you are an American Civil War enthusiast, you will be especially happy to notice the amount of precision and information that the map provides. Not only will you be able to better understand the historical layout of the map, you will also be able to make use of each location and landmark in battle, thanks to the simulation of cover, concealment, terrain and high ground in the game.

What players say: “Incredible Gorgeous Map - I had to capitalize that because this map is by far one of the best maps of Gettysburg I have ever seen either in a game or even in books”

Advanced Line of Sight
Elevation and obstructions affect unit visibility realistically. Units may make use of concealment and cover to survive artillery barrages, stage ambushes and more, but beware – the AI will attempt to do the same to you. The units enter or exit the Fog of War gradually with a fade in/out effect that helps you perceive their hiding and course seamlessly.

What players say: “The way Game Labs implemented Line of Sight in this game should be held as an example to other developers to do the same”

Numerous Tactical Factors
In Ultimate General: Gettysburg, you will realize that army units are not “machines” that blindly follow orders, but they need to conserve strength and courage for decisive battle actions. Every basic tactical element that is expected for a strategy game is incorporated into gameplay. Most importantly, morale is affected by many factors including flank or rear attacks, casualties, volley shocks, artillery fire and fatigue.

What players say: “... positioning of units matters. You really bring the struggles of 19th century warfare to life here”

Historically Accurate Forces and Leaders
Ultimate General: Gettysburg includes the full order of battle for the Union Army of the Potomac and the Confederate Army of Northern Virginia. Unit sizes range from the small artillery batteries to vast infantry brigades with cavalry and skirmishers in between.
All brigades have troop numbers and differing competencies based on historical facts. Additionally, all artillery battery numbers and types are correctly simulated. Lastly, major generals and officers actively participate in the battlefield to organize and support the armies and appear in after action battle reports to help you monitor battle progress.

What players say: “Immersive American Civil War feel: sounds, portraits and general historical authentic really make this one of the most immersive historical games I have played, and I am a total history buff”

Furthermore, every inch of the map has a strategic role. Sloping, terrain type and obstructions affect unit movement realistically. Elevations, ridges and hills provide excellent firing positions and give increased sight, morale and accuracy to troops stationed there.
By placing your units close to each other, they become more resilient to charges and flank attacks but get more vulnerable to projectile fire. Thus, forcing your enemy to keep his lines dense while you shell him with artillery can be a valid tactic. As the condition of your units changes dynamically during the battle, the effectiveness of your whole army is affected. For example, units fire more coordinated volleys when they have high morale and have more discipline and tight formations.

These and many more deep gameplay mechanics are packed into a simple and intuitive GUI that aims to ease the game experience for the player without overwhelming with complex statistics.

Evolving Multiplayer Experience
The game currently offers 18 maps for 1vs1 matches and is continuously improved according to user feedback.

What players say: “Well, actually, the AI in this game is about the best ever seen (except for chess), and there is a working multiplayer with about always at least one battle going.”

Ultimate General: Gettysburg is developed by Game Labs and designed by Nick Thomadis, known for his successful and popular “DarthMod” series.

How to Play

Please read our guide

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 32-bit
    • Processor: Dual Core CPU 1.6Ghz
    • Memory: 2 GB RAM
    • Graphics: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Sound Card: DirectX 9.0 compatible
    • Additional Notes: 2gb memory is needed for 32-bit operating system, 4gb memory for 64-bit windows
    • OS: 10.7
    • Processor: 2.0 Ghz Dual Core CPU or faster
    • Memory: 4 GB RAM
    • Graphics: GeForce or AMD gpu or Intel 4000 and higher
    • Storage: 2 GB available space
    • OS: Ubuntu 10.10 or later
    • Processor: 2.0 Ghz Dual Core CPU or faster
    • Memory: 4 GB RAM
    • Graphics: GeForce or AMD gpu or Intel 4000 and higher
    • Storage: 2 GB available space
Customer reviews
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Mostly Positive (37 reviews)
Very Positive (1,837 reviews)
Recently Posted
( 4.6 hrs on record )
Posted: July 1
Nice Game For 1$ Humble
Helpful? Yes No Funny
washing machine emulator
( 2.5 hrs on record )
Posted: June 30
Not a bad little game at 4 dollars
Helpful? Yes No Funny
◘Senshi◘Terror Cat
( 4.3 hrs on record )
Posted: June 30
fun game, would smash hick slavers again.
Helpful? Yes No Funny
Michael Gove
( 0.2 hrs on record )
Posted: June 30
Fun game.
Helpful? Yes No Funny
Cpl. Krisilnikov
( 0.7 hrs on record )
Posted: June 29
Actual garbage. I really wanted to like this game. I've played a couple games, and honestly, I just can't get into it. The controls are incredibly weird for what kind of game this is, as almost the entire game is just the left mouse button. Also, throughout every game that I've played, the AI's range is just far superior to that of the troops at my disposal. Entire charges are useless, as your men die by the hundreds every second, only to look to see that even though they are technically in melee combat, the enemy hasn't taken a single casualty. Entire games go by where even though you flank the enemy, use artillery, and outnumber regiments, they never break and even cause your men to break. If you can find out how to play the game better than me, and have a fun time playing, by all means. Please research the gameplay and possible strategies before you buy this.

All this being said, I wish the developer much success. 4/10
Helpful? Yes No Funny
( 1.3 hrs on record )
Posted: June 28
UG:G is fun.

I've played it for 1 hour, and I cant wait to play for the next few hours (even though i think i might be losing....).

The game doesnt hold your hand and walk you through good vs. bad tactics. It throws you right into the mix with little care as to how you do - one of the things i love about the game!

The AI difficulty is presented in a really interesting way.. Its almost graph-based, leaving you to choose the balance between difficulty and aggressiveness.

Overall, the game is worth taking a look at if you like damn-near realistic war strategy games.

-- If the UI could get an overhaul, that would help with immersion!
Helpful? Yes No Funny
( 1.1 hrs on record )
Posted: June 28
I hate These kind of games! but i love this game for some reason. I am horrible at RTS games but i am learning quick. Bought on sale for 3.74 usd i would have paid a lot more. Hoping for a sequel to this game.
Helpful? Yes No Funny
Cerebral Bleed
( 488.8 hrs on record )
Posted: June 25
UG tried hard to make this work. Cuddos.
Helpful? Yes No Funny
( 2.8 hrs on record )
Posted: June 24
Pretty good
Helpful? Yes No Funny
( 0.8 hrs on record )
Posted: June 24
If you played "Warhammer: Dark Omen" back in 98 then you'll definitely love this.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
7 of 7 people (100%) found this review helpful
1 person found this review funny
5.5 hrs on record
Posted: June 11
Right from the start, you dive into battle. A game that assembles the real strategy you need to think in a real war, and with that, you either win or die trying. Great mechanics, with a not so bad AI that actually thinks itself a lot more than you can imagine, feels quite sharp, difficult and realistic. A must if you enjoy strategy games that throw you into battle without knowing sometimes what really happens.
Was this review helpful? Yes No Funny
8 of 9 people (89%) found this review helpful
7 people found this review funny
13.4 hrs on record
Posted: June 5
The AI is absolutely ridiculous. You can toggle their level of aggressiveness and intelligence, and then "boost" each of the 9 levels if you find them easy. It truly does make a difference.

But this AI is damn sharp. It feels like I'm playing multiplayer. Except usually it is more challenging. The AI has outmaneuvered me so many times that I really have to re-evaluate my entire life sometimes.

I haven't even felt the need to hit multiplayer, because the AI is so lifelike and human.

In the first five hours, I lost every single battle.
Except one, which I'm pretty sure I lost but it told me I had a major victory somehow.

I hate this game.

But I can't stop playing.
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14 of 23 people (61%) found this review helpful
13 people found this review funny
6.4 hrs on record
Posted: June 4
10/10 will grapeshoot Unionists again. All hail the South!
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
29.3 hrs on record
Posted: June 22
Let me say upfront that I enjoy UG:G quite a bit. I hadn't played a Civil War strategy game in many years, not since the classic American Civil War, published by iMagic (who, amazingly enough, are actually still around, unlike most of their contemporaries). This game, though, was developed by the indie company Game-Labs. If you want to know upfront if I'd recommend this game, the answer is yes, with just one caveat - although the tutorial is adequate, its still pretty basic, and the online guide is missing some things, as well. So, if you really don't like having to work some things out on your own, or consult Steam guides, you might give it a pass.

Now, for some more detailed Pros and Cons:


- Strong presentation. There's not much music, but the opening/title screen theme is nice, and the sound effects in gameplay are realistic. The portraits for the different generals, colonels, majors, etc. are all well-done, and aren't just lifts of old black-and-white photos. The map is very nice, quite accurate and detailed.

- The AI is very good, and comes with a lot of customization - there are nine, different AI settings, based on aggressiveness and difficulty, and you can mix and match to create your desired strength of opposition. There is also a Boost AI setting that can be enabled, though I have yet to be brave enough for that.

- You can tell that the designer is knowledgeable about both Civil War and Gettysburg history. I just recently finished Gettysburg by Allen C. Guelzo, and UG:G gets almost everything correct.

- Branching scnarios - let's say you're playing as the Union, and you manage to hold onto the northern ridges in town through the first day, instead of losing them to the Confederates as per history. This will prompt the game to give you options for your next strategy - launch an attack on a Confederate position, or withdraw to the southern ridges. If you choose to extend your right flank with an attack on the Confederates and succeed, this will then also lead to additional, non-historical scenarios. This is also true for the other side, but I have only played as the Union forces so far.

- Replay value - you would think that a single-battle game might not have much, but I've been through it several times now; partially to see if I can score a more decisive victory than was recorded in history, and partly because I haven't done as well as I would like to, and want to achieve better results. The different, branching paths, plus the possibility of a Pyrrhic victory (winning the battle but losing too many troops) are strong motivators to play some more.


- Although the branching scenarios are great, sometimes they can be a bit perplexing. For example, as the Union, I secured part of the map that historically had been lost on the first day of fighting. While this did lead to the branching paths described above, the text briefings indicated that I'd had to reteat to Seminary ridge anyway. While losing the ground outright does not result in an option to launch an attack to take it back, such that your strong performance still results in a change of sorts, it would be nice if all of the scenarios branched directly off the actual results. Most do, but some don't. I suspect this disconnect comes from trying to create alt-history divergences that still fit into the original scope of the battle. It's not a huge problem, but it's somewhat disarming.

- Some aspects of gameplay, while fully revealed during the course of play, are not explicitly mentioned in the tutorial. Artillery fire, for example. When you select an artillery unit, you'll get an FOV cone and can click on enemies within the unit's FOV to attack. If the FOV cone is darkened, rather than bright, that means the unit has no line of sight. Likewise, if you click on an enemy unit to attack, and it simply flashes briefly but does not remain highlighted in red, that unit is not within your artillery unit's line of sight. No line of sight = no firing. When you click on a unit that is within your line of sight, the enemy soldiers are highlighted in red, not just for a moment. If you click over somewhere else and come back to your artillery unit, it's targeted enemy will still show up in red highlights. These are the visual cues that tell you whether your artillery is placed correctly so that it will attack the enemy, but you have to figure them out through gameplay rather than being told explictly. Honestly, I expect to spend a lot of time with a strategy game, learning, so it's not a big gripe on my end.

Overall, I think this is a very good game, with good presentation, good historical accuracy, nice design, branching scenarios and most importantly, it's a lot of fun. There are a couple of issues that may render it unsuitable for some, depending on their preferences, but I think that most Civil War enthusiasts will enjoy it.
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2 of 2 people (100%) found this review helpful
50.7 hrs on record
Posted: June 4
Overall I believe that this was a solid purchase on my part. I have only a few desires for change, in the single player mode i'd like to see the battle shift more in line with what actually happened in the prior phase. There has been multiple times that i've knocked the union off of point holding hills only for them to pop back up on that hill in the next phase. Apart from that this is a solid start for what I hope is a series of games.
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2 of 2 people (100%) found this review helpful
11.3 hrs on record
Posted: June 16
TL;DR version: highly recommended for Civil War or military history enthusiasts. Good AI, very good replayability from a dynamic campaign and many individual scenarios, and mechanics that force you to take into account the morale, fatigue, and cohesion of a unit instead of just its size.

Full Version:

Overall, I think this is a very good game. It reminds me of the 1977 Avalon Hill game Gettysburg's advanced game, which was a great simulation--just incredibly taxing as a board game. Making it a computer game instead hides a lot of the bookkeeping and tables that are involved in a board game, and the whole thing flows better. In fact, the mechanics are similar enough that I wonder if the people who designed this didn't look at the Avalon Hill game for inspiration, at least in part.

The game is very unforgiving of mistakes, and forces you to keep track of your forces--not just their number of men, but their overall state as well. Troops have a "Morale" rating, which is their will to keep fighting, and a "Condition" rating, which is a measure of thier cohesiveness and fatigue. If Morale is depleted, the unit will break and run, and if Condition is depleted, it will be less effective at maneuvering and firing--accurately depicting the fact that Civil War combat relied a lot more on morale and unit cohesiveness than actual casualties to put a unit out of action. That brigade that just broke and fell back behind your lines can be sent right back into the fray, but you'll lose a lot of troops for very little gain.

The campaign is something I haven't seen in any strategy game of this type--it's split into bite-sized engagements, in which you control a part of your army rather than the entire thing. Based on your performance in one engagement (and sometimes on general strategy decisions you make between battles) the game will decide the reaction of the AI general and generate the next scenario, in which you units' casualties, morale, and condition will carry over--so don't burn out your army on the first day.

Speaking of the AI, it's actually very good. There are three different difficulty levels, and three different aggressiveness levels. They do make a difference in the AI's behaviour. I played the beginning of a campaign as the Confederacy with the AI on balanced mode--moderate difficulty and aggressiveness--and by the evening of the first day I controlled all of Cemetery Ridge except for the Round Tops. I started a new one on the same difficulty but with a defensive AI... and all of a sudden it didn't make counterattacks I could beat off and exploit, and I found myself running up against well-positioned troops that shattered my advancing units. It radically changed how the game played, and I always have to work to outmaneuver it, I can't rely on taking advantage of the "idiot AI."

There's an array of individual scenarios, both historical and hypothetical, which let you try out a particular possibility without having to play an entire campaign to get there. Quicker, easier to get into (although the later scenarios put you in charge of more units, so you've got more to keep track of), and a good learning tool to use in the more drawn-out campaign battles.

There are some bugs, like artillery seeming to forget the target it's been ordered to fire on, and the artillery in general is difficult to master (you almost have to be proficient in actual Civil War era gunnery). But the learning curve is worth it, and it puts you in the same shoes as the actual commanders. You feel the tension as you watch an attack go in or a lone brigade desperately holding until its support comes up; you feel the gut-wrenching pain as you watch the number of troops in a unit melt away, desperately hoping the attack is worth it. As a Civil War buff and reenactor, and as a military history enthusiast, I would highly recommend this game to anyone who falls into any of those categories.
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Most Helpful Reviews  Overall
283 of 319 people (89%) found this review helpful
9 people found this review funny
2.9 hrs on record
Posted: December 10, 2014
A pleasant surprise in a sea of mediocrity!

As a games industry veteran myself I have to say - this is one of the best executed strategy projects, ever. The simplicity of controls the fluidity of the battles, the flexibility of the AI and simple yet very appealing visuals make it a must for any armchair general.

Some stability issues from time to time are forgiven and forgotten due to dedicated and relentless support by the developers. This is how it should be done!
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177 of 193 people (92%) found this review helpful
3 people found this review funny
3.3 hrs on record
Posted: December 31, 2014
A wonderful and intelligent little tactical RTS. I say 'little' because the core game is the Battle for Gettysburg (of course) drawn out over 5 or 6 different scenarios. But, this is an indie game, and a great one at that, and if this doesn't sound like much, the devil is in the details.

Content-wise, UG:G is quality over quantity. This may annoy some people, but for those that appreciate variation on a theme, the game offers a lot of replayability and it's clear that the developers have done as much as they can to offer as much replayability as possible within the constraints of the game. Firstly, you can play as either the Union or Confederates. Secondly, you can choose 9 or so different enemy AI types which all change the decision making process for the enemy on the field. Lastly, your actions and achievements in each scenario affect the way the game plays out, allowing you to choose from a number of concurrent scenarios that change depending on whether or not you managed to fulfill the goals of the mission before. Multiply all these options together, and for the price you get a decent amount of gameplay.

The control scheme is ingenious and the method with which you relay orders to your units allows for a great deal of finesse and control on the battlefield. Instead of clicking on each point you want your units to walk in a straight line to, you draw the path you want them to take, and the units follow said path. You can flank, withdraw, shift focus, push forward, and more all with one smooth swipe of the mouse, and it allows for a great deal of tactical control without you having to monitor every individual step the units take. I've seen some complaints about orders not working or unit AI performing incorrectly, but I've never had any such experience.

The topography of the map is fantastic - Gettysburg is accurately represented, and the cover-rating for your units changes dynamically as they move from open grass, to forest, to hedges, to homesteads. This cover rating is essential to survival (as in real life), and it all makes sense - when you move into an area that you think should give you cover, it does, and vice versa. You'll find the enemy responds to your attempts to flank them, and you'll want to watch you don't overextend yourself, or the enemy will exploit your failures. Your frontline will ebb and flow as the balance of power changes in particular areas, and you're rewarded realistically for pressing your advantages, and punished with a stalemate, or worse, if you fail to take the opportunities you get.

I feel that this game would have benefitted from covering a larger part of the civil war, and one criticism I could level at it is that it's indeed constrained by its focus on one single battle. In saying that, I only want more because it's so enjoyable, and I think that in focussing their attention, the development team have managed to perfect their game mechanics, which makes for a much more solid and refined product, so perhaps it's not really a criticism after all?

The other point I'd make is that whilst the mechanics that are in place all work well and feel very fresh, there isn't a whole lot of tactical depth in terms of the commands you can issue to the units. Your command extends as far as telling them where to go, who to attack, when to charge, and when to stop. While this all works well and provides a fun experience, there isn't a lot of variation amongst the commands, that again might have led to the game feeling fuller. But, all that said, I don't feel shortchanged, only like I want to play more and more and more. I haven't played multiplayer as of yet, so I'm dying to try the game out against a human opponent.

UG:G is one of the most innovative and entertaining tactical RTS games I've ever played, and I highly recommend it to any strategy fan.
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211 of 237 people (89%) found this review helpful
14 people found this review funny
24.0 hrs on record
Posted: October 16, 2014
Sid Meier is the Willy Wonka of PC game designers. And he's turned us all into gluttonous brats named Augustus Gloop. His games all exude a simple charm that has the tendency to steal hours from a person's life and become evidence "exhibit A" in about every other divorce court in the country. None of his games are exempt, from his Railroad Tycoon games to his maddeningly "just one more turn" addictive Civilization games. I remember playing his Sid Meier's Gettysburg! in 1998 and thinking it was the best civil war strategy game to ever grace the PC. I stumbled upon my old Gettysburg! disk the other day, but unfortunately, the game has aged terribly. Father Time has watered down and diluted Meier's twinkling charm. Oh, Father Time, you great and terrible killjoy!

Enter Ultimate General:Gettysburg. Created by a modder named Darth who specializes in Creative Assembly's venerable Total War series, Darth has pretty much recrafted Sid's wonderful software toy and fashioned it into a trip down memory lane, only better! The graphics are updated, the AI is a force to be reckoned with, and the game even has its own ambient flare, reverse zoom and you see the fancy wooden trim of the dining room table you are in fact playing a living board game on. Covering the Battle of Gettysburg in its four day entirety, the game bleeds history, and branches of alternate history depending upon the decisions you make regarding your generals. The gameplay mechanics are not quite grognard level, but they're well beyond Facebook Farmville antics. Mouse lassoing of units, and point and click movement orders, troop movements dictated by drag and drop strategy lines, it's all here. I loaded the game up just to check it out, and I spent a weekend playing through the whole campaign on both sides. It's not often a game gets its hooks in me like that, but I love when it does. It's these times I'm truly honored to be a PC gamer.

The cartoonlike artstyle of the board, and the soldiers which are actually sprites, (and do admittedly leave a longing for the ability to zoom down one more notch for a closer look) are crafted as lovingly as even the bold sinewy text of the location names. In another reference to the wonderful Roald Dahl, remember the sign in the school in Matilda's class that Ms. Trunchbull had erected, "If you're having fun, then you're not learning!"? Well, this game proves that notion a simple fallacy because UGG not only proves that you can learn history by playing a computer game, but also that you can have a grandiose good time while doing so.
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164 of 181 people (91%) found this review helpful
4 people found this review funny
53.1 hrs on record
Posted: December 10, 2014
If you like Total War but wish the AI was better, get this game. The graphics aren't great but honestly that isn't the focus of this game, it's about the dynamic AI that will make every fight turn out differently and actually provide a challenge. Multiplayer is coming along as well and the developer is providing regular feedback and updates. This is the start of a fantastic new competitor for the RTS genre.
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