Compara los precios de Disciples Sacred Lands Gold en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Strategy First. Publicado por Strategy First. Lanzado el 7/10/2014. Disponible en PC. Géneros: Strategy.

A late-90s turn-based classic that plays like a leaner Heroes of Might and Magic with teeth: tight armies, per-soldier XP, and terrain control that actually matters.

I've spent enough time in grand-strategy spreadsheets to recognize a game that has mechanical opinions, and Disciples: Sacred Lands Gold has plenty. This is a turn-based strategy title originally released in 1999 and re-packaged into its Gold form with 25 additional developer-made scenarios, landing on Steam in 2014. If you've ever bounced off Heroes of Might and Magic because the late-game army stacks felt like a numbers blob, this game's approach will feel like a correction worth experiencing. The three-layer structure, capital city management, overland adventure map, and turn-based battle screen, should feel familiar to anyone who's played TBS games from that era. What sets it apart is the economy of force. Your heroes lead parties capped at six units total, and those units only grow stronger through combat experience, not by throwing gold at higher-tier barracks. That changes everything about how you approach each skirmish: losing even a mid-level unit is a meaningful setback, because you can't just hire a replacement at the same power level. You have to farm it back up. Rod planting, the mechanic by which you claim gold mines and multi-colored mana nodes by sending specialized units to stake territory, ties your spell-casting capacity directly to map control. Advanced spells require multiple mana types, so expanding your land isn't just nice to have, it's the prerequisite for your level-five arsenal. The four factions, the Empire, the Mountain Clans, the Undead Hordes, and the Legions of the Damned, each come with distinct spell schools and troop compositions that make replay genuinely worthwhile. The Empire fields healers that can keep an army in the field far longer than any other faction, making it the recommended starting point. The Mountain Clans have terrain movement penalties offset by faction-specific spells like Forestwalking and Chant of Haste. The Legions and Undead lean into damage and debilitation but cannot heal, which forces aggressive, resource-hungry playstyles. Each faction also has its own four-chapter campaign, and the Warrior Lord, Mage Lord, and Guildmaster leader classes interact with those campaigns differently enough that choosing wrong for your faction's weaknesses actually costs you. That said, the game earns its rough edges honestly. There is no movement grid to tell you how far your heroes can travel, no turn counter during combat despite the attacker auto-retreating on turn eleven, and the interface clunkiness, particularly around destination pathing, will irritate anyone weaned on modern QoL conventions. The AI in the bonus Gold scenarios ranges from serviceable to exploitable, and some community members have noted bugs that make saving frequently a non-optional habit. The story across the campaigns is atmospheric but thin; the hand-painted faction art and dark fantasy aesthetic carry more narrative weight than the mission text does. If you are coming in expecting the depth of Disciples II, the sequel refined nearly everything this one set up and is widely considered the stronger game. For a newcomer, the honest entry path is this: start a skirmish as the Empire with a Warrior Lord, learn the rod-planting rhythm and the front-row versus back-row unit placement before touching a campaign. The game never quite tutorializes these things. Once it clicks, though, the "one more scenario" pull that good TBS titles generate is very much present here, and the Steam reception sitting above 85 percent positive from a self-selecting audience confirms it has held up for the people who seek it out. This is a niche purchase for genre completionists and retro-TBS hunters, not a starting point for the uninitiated, but within that lane it delivers. Diego, Scout Team

Disciples Sacred Lands Gold

Disciples Sacred Lands Gold

7 oct 2014Strategy First
GamerScout opina

A late-90s turn-based classic that plays like a leaner Heroes of Might and Magic with teeth: tight armies, per-soldier XP, and terrain control that actually matters.

PC
Steam Deck UnsupportedProtonDB Silver
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en N/A
Mínimo histórico: €0.68

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Acerca de Disciples Sacred Lands Gold

I've spent enough time in grand-strategy spreadsheets to recognize a game that has mechanical opinions, and Disciples: Sacred Lands Gold has plenty. This is a turn-based strategy title originally released in 1999 and re-packaged into its Gold form with 25 additional developer-made scenarios, landing on Steam in 2014. If you've ever bounced off Heroes of Might and Magic because the late-game army stacks felt like a numbers blob, this game's approach will feel like a correction worth experiencing. The three-layer structure, capital city management, overland adventure map, and turn-based battle screen, should feel familiar to anyone who's played TBS games from that era. What sets it apart is the economy of force. Your heroes lead parties capped at six units total, and those units only grow stronger through combat experience, not by throwing gold at higher-tier barracks. That changes everything about how you approach each skirmish: losing even a mid-level unit is a meaningful setback, because you can't just hire a replacement at the same power level. You have to farm it back up. Rod planting, the mechanic by which you claim gold mines and multi-colored mana nodes by sending specialized units to stake territory, ties your spell-casting capacity directly to map control. Advanced spells require multiple mana types, so expanding your land isn't just nice to have, it's the prerequisite for your level-five arsenal. The four factions, the Empire, the Mountain Clans, the Undead Hordes, and the Legions of the Damned, each come with distinct spell schools and troop compositions that make replay genuinely worthwhile. The Empire fields healers that can keep an army in the field far longer than any other faction, making it the recommended starting point. The Mountain Clans have terrain movement penalties offset by faction-specific spells like Forestwalking and Chant of Haste. The Legions and Undead lean into damage and debilitation but cannot heal, which forces aggressive, resource-hungry playstyles. Each faction also has its own four-chapter campaign, and the Warrior Lord, Mage Lord, and Guildmaster leader classes interact with those campaigns differently enough that choosing wrong for your faction's weaknesses actually costs you. That said, the game earns its rough edges honestly. There is no movement grid to tell you how far your heroes can travel, no turn counter during combat despite the attacker auto-retreating on turn eleven, and the interface clunkiness, particularly around destination pathing, will irritate anyone weaned on modern QoL conventions. The AI in the bonus Gold scenarios ranges from serviceable to exploitable, and some community members have noted bugs that make saving frequently a non-optional habit. The story across the campaigns is atmospheric but thin; the hand-painted faction art and dark fantasy aesthetic carry more narrative weight than the mission text does. If you are coming in expecting the depth of Disciples II, the sequel refined nearly everything this one set up and is widely considered the stronger game. For a newcomer, the honest entry path is this: start a skirmish as the Empire with a Warrior Lord, learn the rod-planting rhythm and the front-row versus back-row unit placement before touching a campaign. The game never quite tutorializes these things. Once it clicks, though, the "one more scenario" pull that good TBS titles generate is very much present here, and the Steam reception sitting above 85 percent positive from a self-selecting audience confirms it has held up for the people who seek it out. This is a niche purchase for genre completionists and retro-TBS hunters, not a starting point for the uninitiated, but within that lane it delivers.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Retro TBSPer-Unit ProgressionTerrain ControlFaction AsymmetryArmy ManagementMana EconomyScenario EditorHero BuildsClassic Fantasy

Requisitos del sistema

Mínimos

OS
Windows 95/98/2000/XP/Vista/Win 7
Memory
32 MB RAM
Storage
250 MB available space
Graphics
Direct X compatible SVGA video card
Processor
Pentium 120
Sound Card
Direct compatible sound card

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Información del juego

Desarrolladora
Strategy First
Distribuidora
Strategy First
Fecha de lanzamiento
7 oct 2014

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¿En qué plataformas está disponible Disciples Sacred Lands Gold?

Disciples Sacred Lands Gold está disponible en PC.

¿Cuándo se lanzó Disciples Sacred Lands Gold?

Disciples Sacred Lands Gold se lanzó el 7 de octubre de 2014.

¿Quién desarrolló Disciples Sacred Lands Gold?

Disciples Sacred Lands Gold fue desarrollado por Strategy First.