What is the most influential real-time strategy game of all time?

By YPB Team

Every entry here changed how the next one was built. Mouse-driven bases, fog of war, hero units — somebody did each of them first.

Dune II — ranked #11
Dune II
Westwood's 1992 adaptation of Frank Herbert's world, which set the mouse-driven base building, fog of war and resource harvesting that every RTS after it copied.
1000pts
Rise of Nations — ranked #22
Rise of Nations
Big Huge Games' 2003 hybrid that grafted Civilization's borders and eras onto real-time play.
642pts
StarCraft — ranked #33
StarCraft
Blizzard's 1998 sci-fi RTS whose three asymmetric races made it a national sport in South Korea.
551pts
Total Annihilation — ranked #44
Total Annihilation
Cavedog's 1997 game that introduced true 3D units, physics-driven projectiles and streaming resources.
551pts
Herzog Zwei — ranked #55
Herzog Zwei
Technosoft's 1989 Mega Drive game, widely credited as the first real-time strategy game.
551pts
Company of Heroes — ranked #66
Company of Heroes
Relic's 2006 World War II game that replaced base-spam with cover, suppression and territory control.
494pts
Dawn of War — ranked #77
Dawn of War
Relic's 2004 Warhammer 40,000 adaptation, which put squad combat and melee at the centre of an RTS.
350pts
Warcraft III: Reign of Chaos — ranked #88
Warcraft III: Reign of Chaos
Blizzard's 2002 game whose hero units and custom maps produced the entire MOBA genre.
350pts
Age of Empires II — ranked #99
Age of Empires II
Ensemble's 1999 historical RTS, still played competitively more than twenty-five years after release.
257pts
Supreme Commander — ranked #1010
Supreme Commander
Chris Taylor's 2007 game of army-scale battles, strategic zoom and experimental units.
257pts
Sid Meier's Alpha Centauri — ranked #1111
Sid Meier's Alpha Centauri
Firaxis's 1999 strategy game of ideological factions colonising an alien world.
257pts
Command & Conquer — ranked #1212
Command & Conquer
Westwood's 1995 follow-up, which turned the Dune II template into a franchise and added full-motion-video briefings.
143pts
Warcraft II: Tides of Darkness — ranked #1313
Warcraft II: Tides of Darkness
Blizzard's 1995 fantasy RTS that brought naval and air units, fog of war and mass multiplayer to the genre.
143pts
Homeworld — ranked #1414
Homeworld
Relic's 1999 space RTS, the first to make the whole battlefield fully three-dimensional.
143pts
Age of Empires — ranked #1515
Age of Empires
Ensemble's 1997 debut, which proved a history-based RTS could sell as well as a science-fiction one.
143pts
Populous — ranked #1616
Populous
Bullfrog's 1989 god game, an ancestor of the real-time strategy form and Peter Molyneux's breakthrough.
143pts

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