

Anti-Air: Humans can research and develop anti aircraft guns after their first encounter with Martian Flying Machines.
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It had a 1999 sequel on the PlayStation, a vehicle-combat sim. The Martians are less numerous but have fast and powerful vehicles with lots of specialized abilities. The Humans have strong defenses, greater ranged weapons, and a larger industrial base allowing them to produce lots of units rapidly. The game can be played from both the Human and the Martian perspective. The ultimate objective of both sides is to destroy the enemy headquarters in their central sector. The strategy doesn't end there however, as reconnaissance, hit and run raids, pincer movements, infiltration of enemy buildings (to gain strategic intelligence) or sheer brute force are all options available to the player. The player can construct facilities to extract these resources in sectors they control, leading to strategic maneuvers to control high-resource sectors and thus support bigger armies. Each side makes use of three different resources and each sector of the war map has these resources in varying levels of abundance.

The speed at which buildings and units are constructed decreases if the requirements are not met, forcing the player to strike a balance.
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The resource system also differed from the conventions of the time there is no manual Resource-Gathering, and instead of the resources being used to build or purchase units, each unit and facility has an “upkeep” requirement (which varies depending on whether it is moving, building, repairing or idle). The battle map graphics are surprisingly good for the day, and the game is notable for being one of the first RTS to use 3D models instead of sprites. The battle map is also used to construct buildings and site defenses, giving players complete control of their bases. Each campaign is fought over a completely non-linear "Risk"-Style Map in which units are built and deployed, with engagements against enemy forces being handled on a separate real-time “battle map”. In many ways, the game resembles the later Total War series. Unfortunately, unlike in the original novel these Martians have remembered to take their flu shots, and so must be fought off the old fashioned way. It follows the invasion of Great Britain in 1898 by Martians who, exhausting all other options, have turned to conquest in order to escape their dying planet. As the name suggests, it contains a lot of the dialogue and music from the rock opera of the same name. Jeff Wayne's The War of the Worlds is a 1998 Real-Time Strategy game by British games developer Rage Software. If you're looking for the Rock Opera that inspired it, click here. Commander of the ill-fated martian vanguard
