In Episode 24 of the Critical Moves Podcast, hosts Al, Nuno, and Tim discuss the ongoing debate between real-time strategy (RTS) and turn-based strategy (TBS) games. The team dives into the strengths and weaknesses of both formats, their appeal to different types of players, and where hybrid games fit in the mix. From personal preferences to broader industry trends, this episode explores why both formats continue to thrive.
RTS vs. TBS: Is It Really a Debate?
The episode kicks off with Tim making the case for RTS, highlighting its dynamic and reactive nature. He emphasizes that RTS is all about making quick decisions under pressure, acting fast rather than being perfect. For Tim, this immediacy and adaptability are what make RTS so engaging.
Nuno’s Balanced Take
Nuno, however, sits in the middle of the debate. His top three favourite games include Age of Empires (RTS), XCOM (TBS), and Combat Mission (hybrid). He acknowledges that his preferences vary depending on his mood, with RTS offering the fast-paced action when he's up for it, and TBS providing a more thoughtful, relaxed experience when he needs a break.
Al’s Preference for RTS
Al also leans towards RTS, thanks to his experiences with Red Alert, Total Annihilation, and Supreme Commander. However, he agrees that turn-based games, especially Civilization II, captured his attention for years. He argues that RTS appeals to his instinctive and immediate playstyle, making it the better fit for his personality.
The Personality Divide
The group explores the personality divide between RTS and TBS players. Tim suggests that turn-based games often attract perfectionists who enjoy optimizing every move, while RTS appeals to players who thrive under pressure, focusing on decisiveness and momentum rather than perfection. The team agrees that certain types of players are drawn to one format over the other, based on their playstyle.
Hybrid Games: The Best of Both Worlds
Games like Total War and Crusader Kings blur the line between RTS and TBS. The team agrees that hybrid formats, which combine turn-based strategic layers with real-time tactical battles, are likely the future of strategy design. Tim points out that real-time-with-pause systems, as seen in Stellaris and Hearts of Iron IV, allow players to plan strategically while maintaining the pace of RTS.
The Role of Technology in the Debate
The conversation takes a historical turn as the hosts discuss the technical roots of both formats. Nuno notes that hardware limitations in the early days of strategy gaming made turn-based systems more practical. Al muses about how Civilization was originally envisioned as a real-time game and wonders how the genre would have evolved if it had stayed that way. Would we have seen the rise of Command & Conquer or StarCraft?
The Future of RTS in 2025 and Beyond
Looking ahead to 2025, Nuno believes RTS will dominate in terms of the number of releases, with upcoming titles like Broken Arrow, Sanctuary: Shattered Sun, Tempest Rising, and DORF. However, Civilization 7 remains the most high-profile strategy release of the year, despite its mixed reception. Al points out that Civ is an outlier, driven more by its brand recognition than by its gameplay mechanics. While turn-based games like Civ currently dominate in commercial success, indie RTS developers seem to be leading the charge creatively.
Multiplayer and the Real-Time Advantage
Tim shares his experiences with Beyond All Reason, where multiplayer matches often involve pauses for bathroom breaks or other interruptions. He jokes about "tying a knot" before the match starts but agrees that such pauses help create a more thoughtful competitive environment. Al and Nuno agree that RTS is better suited for multiplayer due to its fast-paced nature and real-time decision-making.
Accessibility, Speed, and Age
The team discusses how turn-based games might appeal more to older gamers looking for a more relaxed pace, while RTS games attract younger players, often from action or FPS backgrounds. Nuno shares how his preferences have changed over time—he once hated turn-based games and only played RTS, but now he enjoys both formats depending on his mood.
Total War with Star Wars?
The episode wraps up with a fun "what if?" discussion. The team imagines what a Total War: Star Wars game could look like. While it doesn’t exist yet, they all agree it would be an incredible hybrid game, combining large-scale strategic battles with real-time tactics, set in the iconic Star Wars universe.
Final Thoughts
Ultimately, the hosts agree there’s no need to pick a side. Both RTS and TBS offer deep, rewarding experiences that appeal to different playstyles. The best strategy games are the ones that fit the experience you’re looking for at the time, whether that’s calculated planning or fast-paced action.
Listen on Spotify, Apple Podcasts or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.

The episode kicks off with Tim making the case for RTS, highlighting its dynamic and reactive nature. He emphasizes that RTS is all about making quick decisions under pressure, acting fast rather than being perfect. For Tim, this immediacy and adaptability are what make RTS so engaging.

Nuno, however, sits in the middle of the debate. His top three favourite games include Age of Empires (RTS), XCOM (TBS), and Combat Mission (hybrid). He acknowledges that his preferences vary depending on his mood, with RTS offering the fast-paced action when he's up for it, and TBS providing a more thoughtful, relaxed experience when he needs a break.

Al also leans towards RTS, thanks to his experiences with Red Alert, Total Annihilation, and Supreme Commander. However, he agrees that turn-based games, especially Civilization II, captured his attention for years. He argues that RTS appeals to his instinctive and immediate playstyle, making it the better fit for his personality.

The group explores the personality divide between RTS and TBS players. Tim suggests that turn-based games often attract perfectionists who enjoy optimizing every move, while RTS appeals to players who thrive under pressure, focusing on decisiveness and momentum rather than perfection. The team agrees that certain types of players are drawn to one format over the other, based on their playstyle.

Games like Total War and Crusader Kings blur the line between RTS and TBS. The team agrees that hybrid formats, which combine turn-based strategic layers with real-time tactical battles, are likely the future of strategy design. Tim points out that real-time-with-pause systems, as seen in Stellaris and Hearts of Iron IV, allow players to plan strategically while maintaining the pace of RTS.

The conversation takes a historical turn as the hosts discuss the technical roots of both formats. Nuno notes that hardware limitations in the early days of strategy gaming made turn-based systems more practical. Al muses about how Civilization was originally envisioned as a real-time game and wonders how the genre would have evolved if it had stayed that way. Would we have seen the rise of Command & Conquer or StarCraft?

Looking ahead to 2025, Nuno believes RTS will dominate in terms of the number of releases, with upcoming titles like Broken Arrow, Sanctuary: Shattered Sun, Tempest Rising, and DORF. However, Civilization 7 remains the most high-profile strategy release of the year, despite its mixed reception. Al points out that Civ is an outlier, driven more by its brand recognition than by its gameplay mechanics. While turn-based games like Civ currently dominate in commercial success, indie RTS developers seem to be leading the charge creatively.

Tim shares his experiences with Beyond All Reason, where multiplayer matches often involve pauses for bathroom breaks or other interruptions. He jokes about "tying a knot" before the match starts but agrees that such pauses help create a more thoughtful competitive environment. Al and Nuno agree that RTS is better suited for multiplayer due to its fast-paced nature and real-time decision-making.

The team discusses how turn-based games might appeal more to older gamers looking for a more relaxed pace, while RTS games attract younger players, often from action or FPS backgrounds. Nuno shares how his preferences have changed over time—he once hated turn-based games and only played RTS, but now he enjoys both formats depending on his mood.

The episode wraps up with a fun "what if?" discussion. The team imagines what a Total War: Star Wars game could look like. While it doesn’t exist yet, they all agree it would be an incredible hybrid game, combining large-scale strategic battles with real-time tactics, set in the iconic Star Wars universe.

Ultimately, the hosts agree there’s no need to pick a side. Both RTS and TBS offer deep, rewarding experiences that appeal to different playstyles. The best strategy games are the ones that fit the experience you’re looking for at the time, whether that’s calculated planning or fast-paced action.
Listen on Spotify, Apple Podcasts or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.