High Strategy: Urukon

High Strategy: Urukon

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High Strategy: Urukon Review

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This game is a grand strategy enthusiast's attempt to find a purified core loop of decision-making. All needless repetitive tasks are unceremoniously discarded. Instead, you get 10 actions that consume or convert 9 primary resources. Each turn, you (and each AI-controlled faction) get to take one action. The complexity comes from a dynamic world with many interactive systems.

The actions you can take:
  • Respond to foreign invasions and natural calamities.
  • Trade one resource for another.
  • Recruit soldiers or labourers from your population.
  • Nurture a city to boost its production.
  • Steal resources from your neighbours.
  • Infiltrate cities in preparation for an attack.
  • Capture foreign cities by force.
  • Negotiate to induce cities to join you peacefully.
  • Build or restore unique landmarks.
  • Excavate in search of resources and unique relics.

Some example considerations that you'll need to juggle:
  • Each of the 32 playable factions has asymmetric starting conditions and unique goals.
  • Cities are populated by various combinations of different cultures, which produce and require different resources.
  • Actions affect relations with AI-controlled factions, which modify how they act toward you.
  • There are no formal truces or alliances, and any faction can attack any other faction at any time (with a few story-related exceptions).
  • Some cities are subaquatic, and require a different resource to capture or raid.
  • Cities can be affected by random or circumstance-driven events.
  • 67 unique landmarks can be built or restored to give a powerful bonus.
  • A faction's capital cannot be relocated, and losing it destroys the faction entirely.
  • Capturing another faction's capital lets you seize any relics they own, which are otherwise random finds.


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