Compara los precios de Grand Ages: Rome en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Haemimont Games. Publicado por Kalypso Media Digital. Lanzado el 20/3/2009. Disponible en PC. Géneros: Simulation, Strategy. Puntuación Metacritic: 72/100.

A Roman city-builder with light strategy bones, lay roads, feed citizens, and keep the legions marching. Ambitious for 2009, but age shows.

Grand Ages: Rome is a city-building and light real-time strategy hybrid set in the Roman Empire. You play as the governor of a Roman province, picking one of five noble families, including the Julii, associated with Caesar, each of which carries distinct stat bonuses and abilities. The family choice is not just cosmetic; it nudges your early build priorities, which is about as deep as the branching gets, but it does give repeat playthroughs a different opening rhythm. The city-building loop is the real draw here. You zone districts, lay road networks to push worker efficiency, manage supply chains for food and goods, and keep entertainment and religious buildings satisfied before your population unravels. Anyone who has spent time with Impressions Games classics like Caesar III will recognise the DNA immediately. The supply chain logic is shallow by modern standards, workers fetch resources in a fairly predictable radius, but there is genuine satisfaction in watching a gridlocked district unclog once you reroute a road correctly. The RTS combat layer adds Roman legions to the mix, and it is functional without being remarkable. Troops follow orders, formations exist on paper, and sieges resolve without much tactical input. Combat is clearly the secondary system, not the main event. Where the game earns its playtime is in the mid-to-late mission arc, when resource pressure, military demand, and population happiness start pulling the budget in three directions simultaneously. The comprehensive mission structure mentioned in the game's own pitch is accurate: objectives stack, and you cannot just turtle into a perfect city before the next trigger fires. That pacing keeps campaigns from becoming idle-building sessions. The AI opponents are adequate but not threatening on default difficulty; experienced strategy players will want to bump the challenge immediately. The tutorial is workmanlike for 2009, it covers the essentials without hand-holding you through every system, which is a reasonable balance. The honest conversation about Grand Ages: Rome in the current market is that it competes against Haemimont's own later work, including the Tropico series, and against a generation of city-builders that refined every system it pioneered. Worker pathing can frustrate, the camera is stiff, and there is no mod ecosystem worth noting. But for players who want a low-friction Roman builder without the learning cliff of something like Caesar IV or the scope of Anno titles, this is a competent, unpretentious option. The 75 percent positive Steam score across 807 reviews is an honest signal: most people who bought it got their hours out of it, but nobody is calling it a revelation. Diego, Scout Team

Grand Ages: Rome

Grand Ages: Rome

20 mar 2009Haemimont GamesKalypso Media Digital
GamerScout opina

A Roman city-builder with light strategy bones, lay roads, feed citizens, and keep the legions marching. Ambitious for 2009, but age shows.

PC
Steam Deck PlayableProtonDB Gold
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Mínimo histórico: €0.92

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Grand Ages: Rome is a city-building and light real-time strategy hybrid set in the Roman Empire. You play as the governor of a Roman province, picking one of five noble families, including the Julii, associated with Caesar, each of which carries distinct stat bonuses and abilities. The family choice is not just cosmetic; it nudges your early build priorities, which is about as deep as the branching gets, but it does give repeat playthroughs a different opening rhythm. The city-building loop is the real draw here. You zone districts, lay road networks to push worker efficiency, manage supply chains for food and goods, and keep entertainment and religious buildings satisfied before your population unravels. Anyone who has spent time with Impressions Games classics like Caesar III will recognise the DNA immediately. The supply chain logic is shallow by modern standards, workers fetch resources in a fairly predictable radius, but there is genuine satisfaction in watching a gridlocked district unclog once you reroute a road correctly. The RTS combat layer adds Roman legions to the mix, and it is functional without being remarkable. Troops follow orders, formations exist on paper, and sieges resolve without much tactical input. Combat is clearly the secondary system, not the main event. Where the game earns its playtime is in the mid-to-late mission arc, when resource pressure, military demand, and population happiness start pulling the budget in three directions simultaneously. The comprehensive mission structure mentioned in the game's own pitch is accurate: objectives stack, and you cannot just turtle into a perfect city before the next trigger fires. That pacing keeps campaigns from becoming idle-building sessions. The AI opponents are adequate but not threatening on default difficulty; experienced strategy players will want to bump the challenge immediately. The tutorial is workmanlike for 2009, it covers the essentials without hand-holding you through every system, which is a reasonable balance. The honest conversation about Grand Ages: Rome in the current market is that it competes against Haemimont's own later work, including the Tropico series, and against a generation of city-builders that refined every system it pioneered. Worker pathing can frustrate, the camera is stiff, and there is no mod ecosystem worth noting. But for players who want a low-friction Roman builder without the learning cliff of something like Caesar IV or the scope of Anno titles, this is a competent, unpretentious option. The 75 percent positive Steam score across 807 reviews is an honest signal: most people who bought it got their hours out of it, but nobody is calling it a revelation.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamCity-BuilderRoman EmpireResource ManagementRTS CombatMission-BasedSupply ChainHistorical SettingSingle-Player CampaignRoman SettingRadius PlanningFamily ProgressionRPG-liteHistorical CampaignBranching MissionsFour-Player Multiplayer

Requisitos del sistema

Mínimos

Processor
2.5 GHz Single Core Processor
Memory
1 GB RAM Hard disk space: 4 GB Video: 128 MB 3d Video Card (GeForce® 6600/Radeon® 9600 or better) DirectX® Version: 9c

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Reseñas y valoraciones

Metacritic
72
Steam
75%(807)

Información del juego

Desarrolladora
Haemimont Games
Distribuidora
Kalypso Media Digital
Fecha de lanzamiento
20 mar 2009

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¿En qué plataformas está disponible Grand Ages: Rome?

Grand Ages: Rome está disponible en PC.

¿Cuándo se lanzó Grand Ages: Rome?

Grand Ages: Rome se lanzó el 20 de marzo de 2009.

¿Quién desarrolló Grand Ages: Rome?

Grand Ages: Rome fue desarrollado por Haemimont Games y publicado por Kalypso Media Digital.

¿Merece la pena comprar Grand Ages: Rome?

Grand Ages: Rome tiene una puntuación Metacritic de 72/100, lo que lo convierte en uno de los títulos destacados de Simulation. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.