Compara los precios de Command HQ en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ozark Softscape. Publicado por MicroProse Software . Lanzado el 6/11/2014. Disponible en PC, Mac, Linux. Géneros: Strategy.

One of the earliest RTS games ever made, and it still plays cleaner than half of what copied it. A lean, fast global-conquest wargame that rewards smart resource calls over button-mashing.

I keep a short list of DOS-era strategy games that I genuinely believe would survive a modern rerelease with minimal changes, and Command HQ sits near the top of it. Designed by Danielle Bunten Berry and published by MicroProse in 1990, this is a real-time global conquest wargame that strips the genre to its essential decisions: where to push, what to build, when to spend and when to hoard. The fact that it shaped the DNA of Dune II and the original Command and Conquer is not just trivia. You can feel the lineage in every resource-allocation choice. The scenario structure is the first thing that earns respect. Five eras, each mechanically distinct. The 1918 scenario gives you only land and sea units, keeping things tight and readable. Jump to 1942 and air units, carriers, and tanks enter the picture, with terrain effects that matter: tanks blitz but infantry entrenches, paratroopers exist, flanking pays off. Move into the 1986 and beyond tiers and the game adds oil management, satellite reconnaissance, foreign aid, nuclear strikes, and diplomacy-via-cash to sway neutral cities. Each era is effectively a different game stacked inside the same interface. The difficulty curve is honest rather than punishing; five AI difficulty levels give newcomers genuine room to learn before the computer starts reading your intentions. The strategic layer is deliberately slim by modern standards, and that is a feature, not a limitation. Bunten's entire design philosophy was about making the decisions matter without drowning the player in menus. Capturing capital cities wins the match, but the path there forces constant prioritization: do you spend on submarines to cut Atlantic supply lines, or concentrate money on panzer production for an Eastern push? In the WW3 era, a poorly timed nuclear strike can trigger nuclear winter and hand the win to your opponent, which is a built-in check on lazy aggression. The AI is competent enough to punish overextension, though a skilled human opponent across the original modem link (or hot-seat at game speed zero, which toggles the real-time flow into pseudo-turn alternation) was always the intended endgame. Note that broadband multiplayer is not supported; the original modem architecture has no modern equivalent in this release, so hot-seat is your practical two-player option. Where the game ages is predictable: the graphics are functional 1990 DOS-era top-down, the scenario variety is fixed to the five provided eras plus a custom layout editor, and there is no tutorial in the contemporary sense. The manual does the teaching. Players coming from modern RTS titles expecting a campaign structure or unit micro will find the scope shockingly small. This is a one-on-one world domination game with no factions, no tech trees, and no unit unlocks beyond what the era grants automatically. Whether that reads as elegant restraint or frustrating limitation depends entirely on your appetite for distilled design. For strategy fans who care about design history, Command HQ is a serious piece of work. It earned Computer Gaming World's Wargame of the Year in 1991 for genuine reasons, and its 97% positive rating on Steam across 71 reviews suggests the people buying it today know exactly what they are getting. Approach it as a tight, fast wargame with real decision weight per era, not as a historical simulation, and it holds up. Diego, Scout Team

Command HQ

Command HQ

6 nov 2014Ozark SoftscapeMicroProse Software
GamerScout opina

One of the earliest RTS games ever made, and it still plays cleaner than half of what copied it. A lean, fast global-conquest wargame that rewards smart resource calls over button-mashing.

PCMacLinux
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.10

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€1.1010 Jun 2026
Keyshops
€1.01€1.07€1.13€1.1910 Jun15 Jun19 Jun24 Jun28 Jun
Tracking prices since 10 Jun 2026
Create alert

Capturas y multimedia

Captura

Acerca de Command HQ

I keep a short list of DOS-era strategy games that I genuinely believe would survive a modern rerelease with minimal changes, and Command HQ sits near the top of it. Designed by Danielle Bunten Berry and published by MicroProse in 1990, this is a real-time global conquest wargame that strips the genre to its essential decisions: where to push, what to build, when to spend and when to hoard. The fact that it shaped the DNA of Dune II and the original Command and Conquer is not just trivia. You can feel the lineage in every resource-allocation choice. The scenario structure is the first thing that earns respect. Five eras, each mechanically distinct. The 1918 scenario gives you only land and sea units, keeping things tight and readable. Jump to 1942 and air units, carriers, and tanks enter the picture, with terrain effects that matter: tanks blitz but infantry entrenches, paratroopers exist, flanking pays off. Move into the 1986 and beyond tiers and the game adds oil management, satellite reconnaissance, foreign aid, nuclear strikes, and diplomacy-via-cash to sway neutral cities. Each era is effectively a different game stacked inside the same interface. The difficulty curve is honest rather than punishing; five AI difficulty levels give newcomers genuine room to learn before the computer starts reading your intentions. The strategic layer is deliberately slim by modern standards, and that is a feature, not a limitation. Bunten's entire design philosophy was about making the decisions matter without drowning the player in menus. Capturing capital cities wins the match, but the path there forces constant prioritization: do you spend on submarines to cut Atlantic supply lines, or concentrate money on panzer production for an Eastern push? In the WW3 era, a poorly timed nuclear strike can trigger nuclear winter and hand the win to your opponent, which is a built-in check on lazy aggression. The AI is competent enough to punish overextension, though a skilled human opponent across the original modem link (or hot-seat at game speed zero, which toggles the real-time flow into pseudo-turn alternation) was always the intended endgame. Note that broadband multiplayer is not supported; the original modem architecture has no modern equivalent in this release, so hot-seat is your practical two-player option. Where the game ages is predictable: the graphics are functional 1990 DOS-era top-down, the scenario variety is fixed to the five provided eras plus a custom layout editor, and there is no tutorial in the contemporary sense. The manual does the teaching. Players coming from modern RTS titles expecting a campaign structure or unit micro will find the scope shockingly small. This is a one-on-one world domination game with no factions, no tech trees, and no unit unlocks beyond what the era grants automatically. Whether that reads as elegant restraint or frustrating limitation depends entirely on your appetite for distilled design. For strategy fans who care about design history, Command HQ is a serious piece of work. It earned Computer Gaming World's Wargame of the Year in 1991 for genuine reasons, and its 97% positive rating on Steam across 71 reviews suggests the people buying it today know exactly what they are getting. Approach it as a tight, fast wargame with real decision weight per era, not as a historical simulation, and it holds up.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Retro RTSGlobal ConquestHistorical WargameOne-on-OneEra-Based ScenariosResource ManagementHot-Seat MultiplayerDOS Classic

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7
Memory
512 MB RAM
Storage
100 MB available space
Graphics
100% DirectX compatible graphics
Processor
1.0 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

Recomendados

OS
Windows 7
Memory
1 GB RAM
Storage
100 MB available space
Graphics
100% DirectX compatible graphics
Processor
1.5 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

Sigue explorando

Community Discussion

Be the first to comment on Command HQ.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
Ozark Softscape
Distribuidora
MicroProse Software
Fecha de lanzamiento
6 nov 2014

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Compra mejor: guías útiles

Preguntas frecuentes sobre Command HQ

¿Cuánto cuesta Command HQ?

El precio de Command HQ cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Command HQ más barato?

Compara los precios de Command HQ en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Command HQ?

Command HQ está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Command HQ?

Command HQ se lanzó el 6 de noviembre de 2014.

¿Quién desarrolló Command HQ?

Command HQ fue desarrollado por Ozark Softscape y publicado por MicroProse Software .