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On some maps, and in multiplayer, your focus will also be on controlling three flags spread across the map, and you can win the game by either destroying the opponent’s base or holding these flags for long enough. With enough materials, you can produce more units, but only up to the population cap, which expands with each base structure. The game also spawns one-time use resource pallets. In order to afford these buildings and units, you'll need to run around the map and capture resource nodes, in the form of Oil and Iron wells. It's a rather simplistic design for your base, and it's also identical between all three factions. Engineers can also build barbed wire, sandbags for cover, and bunkers to place units into (or upgraded with automatic turrets). These new structures can also be upgraded once to unlock the highest tier units. The engineers can then build just two more base structures, Barracks and Workshop, which unlock additional units that can be summoned to the field. In any mission or match, you begin as any RTS, with an engineer unit, and a home Headquarters structure. There are a lot of maps and missions to play in the campaign, each featuring optional objectives and so on, but their design often makes them annoyingly overdrawn or needlessly strict.
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Some of the outlier missions have their own problems - like ones where your resources are finite, or you're forced to maintain stealth. This design makes the scenarios go for far too long. On medium difficulty, they all become boring grind fests, as you must fight across the map, while your own base also constantly needs defending, and the opponents continuously re-capture the rest of the map as you retreat. The other campaigns get to this stage quicker, but such missions all boil down to fighting your way from one end of the map to the other. The Polania campaign starts you off with just a few units, getting to know the basics, and it's a while until you get a mission where you can build your base and start making units. The design of the campaign missions themselves also leaves much to be desired. While the desire to tell a decent story in an RTS is admirable, Iron Harvest really doesn't have the writing or presentation quality to deliver it. There are in-engine cutscenes that look downright poor, and some pre-rendered ones that look marginally better. Even on maximum settings, the game doesn’t look particularly good, with basic lighting, combat effects, and audio design. The dialog is rather terribly voiced in English, as it uses authentic speakers for each language, so it's actually best to use the option of native audio. However, the story suffers due to the very basic writing and voice acting.
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To the game's credit, it tries to tell a fairly engaging story for an RTS, with a variety of cutscenes and lots of dialog. Lastly, the Saxony story follows Gunter von Duisburg who initially fights in the Great War, but eventually clashes heads with his leaders and finds himself an outsider. The Rusviet campaign, meanwhile, sees Olga Romanova try to uncover a secret plot to not only overthrow her own government, but also break down the peace talks. The Polania campaign follows a resistance group, led by Anna Kos, who refuses to be a pawn in the negotiations, as the Rusviets occupy her homeland. As the names might imply, the factions are based on Russia, Poland, and Germany. Following the Great War, the nations of Rusviet, Polania, and Saxony are trying to negotiate a peace treaty. The game tries to use this setting to the fullest by including a fairly lengthy single player campaign. This RTS takes players into the alternative history of 1920's, where the military also has access to great machines of war, capable of delivering some powerful ordinance to any battlefield.
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Iron Harvest's most memorable feature is perhaps the unique setting.
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