Compare Generals & Rulers prices across 50+ stores and find the best deal. Developed by Hamsters Gaming. Published by Hamsters Gaming. Released on 5/31/2019. Available on PC, Mac. Genres: Casual, Indie, Massively Multiplayer, Strategy.

Grand strategy trimmed to its skeleton: pick a nation, manage troops and tech, and finish a full session in about two hours. Whether that sounds refreshing or shallow depends entirely on how much Paradox you have in your blood.

I'll be straight with you: I came into Generals & Rulers expecting a lightweight time-killer and mostly got exactly that, for better and worse. This is a turn-based grand strategy set across two historical eras, with a 1207 map that drops you into the Mongol invasion period and a 1750 map offering a later-era sandbox. You pick one of up to 50 playable countries per map, and then you push armies at your neighbors until someone runs out of room to breathe. Sessions are designed to wrap in roughly two hours, which is the whole point. The design philosophy is aggressive subtraction. Taxes are a straightforward function of your citizen count and research output. You spend gold on scientists and troops, scientists compound your research income per turn, and you funnel that research into a simplified tech tree covering 32 science types that touch troop upgrades, diplomacy, and economy. Combat is equally lean: pick a troop count, send them at a neighboring territory, and resolution happens that same turn. Five attack types add a thin layer of tactical choice, and there are ten unit varieties to build toward. Rebels, religion, mercenaries, spying, and trade relations exist as systems, but none of them require the kind of micromanagement that makes mainline grand strategy games feel like unpaid work. If you bounced off Crusader Kings because you spent forty minutes managing succession laws before ever fighting a battle, this strips all of that out. The catch is obvious: players who came up through Hearts of Iron or the full Paradox catalog will feel the thinness immediately. There is no dynasty mechanics, no character-level intrigue, no deep economic simulation underneath the surface numbers. What you get is closer to a highly polished board game adaptation of grand strategy than a PC grand strategy proper. The AI is described as advanced by the developer, but community reports suggest it gets predictable once you understand the aggression timing. The turn processing has also drawn complaints about freeze stutters lasting several seconds mid-game, which is a real friction point even if the sessions are short. Where it holds up is the replayability pitch. Two maps, multiple eras, and a wide country roster mean your opening position and neighbors shift constantly. Playing as the Mongol Horde on the Asia 1207 map is a fundamentally different pressure situation than holding a small European state against the Holy Roman Empire. The online multiplayer mode is present and works for async-friendly friends who want a contained competitive session without a weekend commitment. The Steam trading card implementation is cosmetic noise and adds nothing to the play experience, worth noting for anyone who cares about that. The mixed Steam reception, sitting around 61 percent positive from a modest sample, is an honest signal. This is not a game with hidden depth waiting to be unlocked. It is what it shows you immediately. For a certain kind of player, that is exactly the appeal. For anyone who needs the spreadsheet to fight back, look elsewhere. Fred, Scout Team

Generals & Rulers
CasualIndieMassively MultiplayerStrategy

Generals & Rulers

May 31, 2019Hamsters Gaming
GamerScout Says

Grand strategy trimmed to its skeleton: pick a nation, manage troops and tech, and finish a full session in about two hours. Whether that sounds refreshing or shallow depends entirely on how much Paradox you have in your blood.

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About Generals & Rulers

I'll be straight with you: I came into Generals & Rulers expecting a lightweight time-killer and mostly got exactly that, for better and worse. This is a turn-based grand strategy set across two historical eras, with a 1207 map that drops you into the Mongol invasion period and a 1750 map offering a later-era sandbox. You pick one of up to 50 playable countries per map, and then you push armies at your neighbors until someone runs out of room to breathe. Sessions are designed to wrap in roughly two hours, which is the whole point. The design philosophy is aggressive subtraction. Taxes are a straightforward function of your citizen count and research output. You spend gold on scientists and troops, scientists compound your research income per turn, and you funnel that research into a simplified tech tree covering 32 science types that touch troop upgrades, diplomacy, and economy. Combat is equally lean: pick a troop count, send them at a neighboring territory, and resolution happens that same turn. Five attack types add a thin layer of tactical choice, and there are ten unit varieties to build toward. Rebels, religion, mercenaries, spying, and trade relations exist as systems, but none of them require the kind of micromanagement that makes mainline grand strategy games feel like unpaid work. If you bounced off Crusader Kings because you spent forty minutes managing succession laws before ever fighting a battle, this strips all of that out. The catch is obvious: players who came up through Hearts of Iron or the full Paradox catalog will feel the thinness immediately. There is no dynasty mechanics, no character-level intrigue, no deep economic simulation underneath the surface numbers. What you get is closer to a highly polished board game adaptation of grand strategy than a PC grand strategy proper. The AI is described as advanced by the developer, but community reports suggest it gets predictable once you understand the aggression timing. The turn processing has also drawn complaints about freeze stutters lasting several seconds mid-game, which is a real friction point even if the sessions are short. Where it holds up is the replayability pitch. Two maps, multiple eras, and a wide country roster mean your opening position and neighbors shift constantly. Playing as the Mongol Horde on the Asia 1207 map is a fundamentally different pressure situation than holding a small European state against the Holy Roman Empire. The online multiplayer mode is present and works for async-friendly friends who want a contained competitive session without a weekend commitment. The Steam trading card implementation is cosmetic noise and adds nothing to the play experience, worth noting for anyone who cares about that. The mixed Steam reception, sitting around 61 percent positive from a modest sample, is an honest signal. This is not a game with hidden depth waiting to be unlocked. It is what it shows you immediately. For a certain kind of player, that is exactly the appeal. For anyone who needs the spreadsheet to fight back, look elsewhere. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvptrading-cardscloud-savestier:indieGrand Strategy LiteTurn-Based Conquest2-Hour SessionsHistorical MedievalAlternate HistoryOnline PvP StrategyLow Barrier EntryReplayable

System Requirements

Minimum

OS
Windows 7+
Memory
4 GB RAM
Storage
1 GB available space
Graphics
2 GB
Processor
1.8 GHz

Recommended

OS
Windows 7+
Memory
4 GB RAM
Storage
1 GB available space
Graphics
2 GB
Processor
2.5 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Hamsters Gaming
Publisher
Hamsters Gaming
Release Date
May 31, 2019

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