

As they sustain damage, units will detach themselves, return for repair, and then rejoin the Commander’s army. Each factory can be assigned to a Commander, and its units will find their way to him as they are created. Put the three things together and you’ve got a really smart interface. Every unit can be set to retreat when heavily damaged, and if they have a repair bay to retreat to, they’ll go there. Each kill the Commander’s team gets, the more experience both they and the Commander rake in, and the more units the Commander earns the right to control. Assign units to Commanders, and they’ll work as a team. Second, the game requires you to research your way through a tech tree, and one branch leads to Commander units. First, factories can be ordered to construct a variety of units, and then told to churn them out in batches—including an infinite loop.
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Warzone 2100 combines a trio of great ideas which free up time from unit production and let you dwell more on strategic decisions. As your units snoop around the map, the landscape fades in from the surrounding darkness, every ripple in the land revealed perfectly. Dotted with trees and structures, the battlegrounds seem anything but barren, while remaining open enough for fighting.

The landscapes do not lie on a very fine mesh, yet appear smooth and realistic while allowing for tricky constructions such as defensive walls and towers. The maps on which the battles rage zoom and rotate freely. While the game’s concept is nothing new (a fight over a devastated world among armies that rely on the harvesting of a resource), its visual appeal and its clever interface are an achievement. Warzone 2100 was one of the first in the line of 3D strategy games that started showing up at around the turn of the millennium.
