Critical Moves Episode 24: Turn-Based vs. Real-Time Strategy Games

Which side are you on? Turn-based or real-time? In Episode 24 of Critical Moves, Al, Nuno, and Tim try (and mostly fail) to take sides in the ongoing debate between strategy game formats. There’s plenty of banter, some solid history, and a few digs at Civilization 7 along the way, but it turns out that, shockingly, they all enjoy both.

RTS vs. Turn-Based: Is It Really a Debate?

Tim makes a solid case for real-time strategy being more reactive and dynamic. It’s about acting under pressure, making decent choices quickly rather than perfect ones slowly. You don’t need to calculate every move, just respond fast and adapt. For him, that’s what makes RTS engaging.

Nuno sits in the middle. His three favourite games are Age of Empires (RTS), XCOM (turn-based), and Combat Mission (hybrid). His preference shifts with his mood. Sometimes he wants to chill, other times he wants the intensity of rapid-fire decisions. He also points out that some games, despite being real-time, are easier to play when tired (Grit and Valor), while others like Burden of Command demand more focus, despite being turn-based.

Al also leans toward RTS, with formative experiences in Red Alert, Total Annihilation, and Supreme Commander, but he acknowledges that turn-based games like Civilization II held his attention for years. His take? RTS is more instinctive and immediate, which suits his personality better.

The Personality of the Player

Tim argues that turn-based games often appeal to perfectionists. People who want to optimise and plan out every move. In contrast, RTS suits those who thrive under pressure. You’re not trying to be perfect, you’re trying to act decisively and keep the momentum. The group agrees that there’s a personality divide. Some people just want to build the perfect plan, others want to jump into the fray.

The Hybrid Space: Total War, Paradox, and More

Games like Total War and Crusader Kings blur the line between the two, with turn-based strategic layers and real-time battles. The group agrees that hybrids work well and probably represent the future of strategy design. Real-time-with-pause systems, like in Stellaris or Hearts of Iron IV, give you flexibility without sacrificing pace.

There’s also a shout-out to true hybrids like Combat Mission, which allows you to play either real-time or turn-based. Nuno praises this flexibility, and Tim mentions Terra Invicta, which uses a time-based system that still functions like turns.

Technical Roots and Historical What-Ifs

The group touches on how hardware limitations may have made turn-based systems more practical in the early days. Sid Meier originally intended Civilization to be real-time but changed course, and Al wonders how that might have shaped the genre if it had gone the other way. Would we even have Command & Conquer or StarCraft as we know them?

Modern Expectations and the 2025 Lineup

Looking at 2025, Nuno believes RTS will dominate in terms of sheer number of releases. Titles like Broken Arrow, Sanctuary: Shattered Sun, Tempest Rising, and DORF are all real-time. Still, the most high-profile strategy release of the year so far is Civilization 7 a turn-based game. Despite its mixed reception, it likely generated more revenue than the rest of the year’s RTS lineup combined.

Al points out that a massive brand like Civ can distort the picture. It’s the outlier in the room – hugely expensive, widely known, and driven more by name than mechanics. So while the money’s on turn-based for now, the creative energy seems to be coming from indie RTS developers.

Multiplayer and the Case for Real-Time

Tim shares insight from his Beyond All Reason experience, where matches with up to 16 players often include pauses for bathroom breaks, power cuts, or random chaos. In competitive settings, BAR even introduced settings to disable commands during pauses to stop abuse. Al jokes about just going to the toilet before the match starts, “tie a knot in it”, but agrees it’s a reasonable solution.

Accessibility, Speed, and Age

There’s discussion on how turn-based games might appeal to older gamers who want to relax, while RTS might draw younger players from action or FPS backgrounds. But it’s not that simple. Nuno says that as a kid, he hated turn-based games and only played RTS. Over time, that changed. Now, depending on the day, he might lean either way.

Total War with Star Wars?

The episode closes on a lighter note, with the team fantasising about a Total War: Star Wars game. It doesn’t exist but it should. There’s also a shout for Empire at War, which successfully combined galaxy-scale RTS with tactical battles. It’s proof that hybrid systems work when done well.

Final Thoughts

Nobody picks a winner. There’s no need. The best strategy games are the ones that fit the experience you want at the time. Whether it’s calculating the perfect next move or improvising in a chaotic battle, both styles offer depth and satisfaction in different ways. The key isn’t picking sides, it’s having options.

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