Every entry here changed how the next one was built. Mouse-driven bases, fog of war, hero units — somebody did each of them first.
1Dune IIWestwood'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
2Rise of NationsBig Huge Games' 2003 hybrid that grafted Civilization's borders and eras onto real-time play.642pts
3StarCraftBlizzard's 1998 sci-fi RTS whose three asymmetric races made it a national sport in South Korea.551pts
4Total AnnihilationCavedog's 1997 game that introduced true 3D units, physics-driven projectiles and streaming resources.551pts
5Herzog ZweiTechnosoft's 1989 Mega Drive game, widely credited as the first real-time strategy game.551pts
6Company of HeroesRelic's 2006 World War II game that replaced base-spam with cover, suppression and territory control.494pts
7Dawn of WarRelic's 2004 Warhammer 40,000 adaptation, which put squad combat and melee at the centre of an RTS.350pts
8Warcraft III: Reign of ChaosBlizzard's 2002 game whose hero units and custom maps produced the entire MOBA genre.350pts
9Age of Empires IIEnsemble's 1999 historical RTS, still played competitively more than twenty-five years after release.257pts
10Supreme CommanderChris Taylor's 2007 game of army-scale battles, strategic zoom and experimental units.257pts
11Sid Meier's Alpha CentauriFiraxis's 1999 strategy game of ideological factions colonising an alien world.257pts
12Command & ConquerWestwood's 1995 follow-up, which turned the Dune II template into a franchise and added full-motion-video briefings.0pts
13Warcraft II: Tides of DarknessBlizzard's 1995 fantasy RTS that brought naval and air units, fog of war and mass multiplayer to the genre.0pts
14HomeworldRelic's 1999 space RTS, the first to make the whole battlefield fully three-dimensional.0pts
15Age of EmpiresEnsemble's 1997 debut, which proved a history-based RTS could sell as well as a science-fiction one.0pts
16PopulousBullfrog's 1989 god game, an ancestor of the real-time strategy form and Peter Molyneux's breakthrough.0pts
Comments 1
Westwood shipped Dune II in December 1992 and fixed the template: base building by mouse, fog of war, harvesting, micromanagement. StarCraft is the counter-case: https://youpick.best/articles/dune-ranked-many-ways
YP
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