- Release Year: 2011
- Platforms: Windows
- Publisher: Koch Media GmbH (Austria)
- Genre: Compilation

Description
Top Strategiespiele: Vol. I is a 2011 Windows compilation that bundles three distinct strategy games: ‘Hearts of Iron: Anthology’, a grand strategy experience set during World War II; ‘Majesty 2: The Fantasy Kingdom Sim’, which immerses players in managing a medieval fantasy realm; and ‘Rise of Prussia’, a historical strategy title focused on 18th-century Prussian conflicts. This collection offers a diverse range of strategic gameplay across both real-world history and imaginative settings.
Top Strategiespiele: Vol. I: A Time Capsule of Niche Strategy Gaming
Introduction: Packaging a Genre’s Past
In the bustling landscape of 2011, a year synonymous with watershed moments like Skyrim, Portal 2, and Batman: Arkham City, the release of Top Strategiespiele: Vol. I on May 27th felt almost like a quiet footnote. Published by Koch Media GmbH (Austria) under their Deep Silver label for the German-speaking market (Deutschland/Österreich/Schweiz), this compilation was not a new game but a curated museum piece. Its thesis is simple yet profound: to preserve and repackage three distinct, acclaimed, and already-maturing strategy titles from the previous half-decade—Paradox Interactive’s Hearts of Iron: Anthology (2007), Magna Mundi’s Majesty 2: The Fantasy Kingdom Sim (2009), and Ageod’s Rise of Prussia (2010)—into a single, accessible retail product. This review argues that Top Strategiespiele: Vol. I is not a landmark in interactive design but a significant artifact of video game preservation and market stratification. It represents the commercialization of niche genres, the lifecycle of PC strategy compilations, and the fragmented regional publishing strategies that existed in the shadow of the console-dominated AAA blockbuster era.
Development History & Context: The Curators of History
There is no singular “studio” behind Top Strategiespiele: Vol. I. Its creation is a story of curation, not development. The “creators” are the original developers of the three included titles, each a specialist studio operating within the dense ecosystem of historical and fantasy strategy gaming.
- The Vision: The vision belonged to Koch Media/Deep Silver’s product management. In 2011, the strategy compilation was a established retail format, particularly in European markets. The goal was market segmentation: offering a lower-priced, high-value bundle to price-sensitive or curious strategy fans who might have missed these titles during their initial release cycles. It was a “Greatest Hits” or “Platinum” equivalent for a genre less dependent on re-releases than action or sports titles.
- Technological Constraints: By 2011, all three included games were built on engines several years old. Hearts of Iron II (the core of the Anthology) ran on the Clausewitz Engine’s early iteration, Majesty 2 on its own proprietary engine, and Rise of Prussia on Ageod’s Customizable Campaign Engine. The “constraint” was that this compilation offered no technical enhancements—no patches, no updated graphics, no modern OS compatibility layers. It was a pure repackaging, relying on the enduring mechanical depth of the games rather than technological prowess.
- Gaming Landscape: 2011 was a paradoxical year for strategy. It saw the release of the genre masterpiece Total War: Shogun 2 and the long-awaited StarCraft II, but also the continuation of the hardcore grand strategy tradition with Europa Universalis III: Divine Wind and the innovative indie tower-defense hybrid Orcs Must Die!. Top Strategiespiele: Vol. I entered this market not as a competitor, but as a value proposition. It targeted the patient player interested in specific historical eras (WWII, Napoleonic Wars) or a unique fantasy parody (Majesty 2), offering a diverse portfolio in one box. Its existence highlights the strategy genre’s resilience through slower, deeper experiences that aged differently than flashy action titles.
Narrative & Thematic Deep Dive: Three Stories, One Box
As a compilation, Top Strategiespiele: Vol. I possesses no unified narrative. Its thematic weight is the sum of its profoundly disparate parts, offering a snapshot of strategy gaming’s narrative approaches circa 2007-2010.
- Hearts of Iron: Anthology: Narrative is emergent and systemic. Players are not following a scripted story but becoming the story of a nation during World War II. The “narrative” is the player’s own historical what-if: Will Germany successfully execute Operation Sea Lion? Can Japan hold the Pacific? Can a player-controlled, non-aligned Mexico rise to power? The theme is the brutal, attritional totality of modern warfare. The game’s mechanics—resource management, technological research, diplomatic maneuvering, and division-level combat—are its only “plot.” The Anthology package, including expansions Doomsday and Armageddon, extended this narrative sandbox into the late-war and alternate-history scenarios, thematically exploring the horror and scale of a potential global nuclear exchange.
- Majesty 2: The Fantasy Kingdom Sim: This is narrative as satire and systems-driven storytelling. The plot is a thin fantasy trope (a kingdom under threat from demons), but the game’s genius lies in its indirect control. Players do not command units directly; they build structures and place bounty incentives. The “narrative” unfolds through the autonomous, often bumbling, behavior of heroes who interpret player orders through their own AI personalities. A warrior might ignore a dragon to chase a nearby goblin, a rogue might get stuck on terrain, and a priest might accidentally heal an enemy. The theme is the chaotic, unglamorous reality of medieval kingship. The rich, humorous dialogue from units and advisors provides a consistent satirical tone that turns mechanical failures into comedic anecdotes.
- Rise of Prussia: A tightly scripted, historically-grounded narrative. Set during the Seven Years’ War (1756-1763), the game’s campaigns follow the real-world campaigns of Frederick the Great. The narrative is one of desperate survival against a coalition of enemies, emphasizing the strategic acumen required to forge Prussia into a European great power. The theme is the birth of modern military doctrine and the “enlightened absolutism” of Frederick. Unlike the sandbox of Hearts of Iron, the scenarios are guided historical lessons, with victory conditions mirroring historical objectives. The dialogue and event texts are dry, instructional, and reverent, treating history as a puzzle to be solved rather than a sandbox to be rewritten.
Together, these three narratives span a spectrum: from the systemic, open-ended creation of history (Hearts of Iron), to the chaotic, personality-driven comedy of fantasy management (Majesty 2), to the guided re-enactment of a specific historical crucible (Rise of Prussia).
Gameplay Mechanics & Systems: A Trio of Distinct Philosophies
The compilation showcases three fundamentally different philosophies of strategy gameplay.
- Hearts of Iron: Anthology: A pinnacle of the grand strategy wargame. Its core loop is a massive, multi-front balancing act: diplomacy (alliances, guarantees), production (factories, resources, supply), research (doctrines, equipment), and military command (organizing armies into corps, setting frontlines, managing logistics). The UI is dense, spreadsheet-like, and notoriously impenetrable to newcomers. Innovation lies in its scale and commitment to simulating the entire war effort—from the political-military cabinet to the infantryman’s rifle. Its flaw is this same complexity; without significant time investment, the game can feel like managing abstract numbers rather than commanding armies. The compilation includes the base game and two expansions, representing the peak of the series’ pre-Hearts of Iron III design, where land combat was king and naval/air warfare were more simplistic.
- Majesty 2: The Fantasy Kingdom Sim: A reverse-real-time strategy or sim-management game. The core loop is: Build infrastructure (taverns, armories, wizard towers) -> Set high bounties on quest types (kill monster, rescue princess) -> Watch AI heroes attempt tasks based on their class, abilities, and personality -> React by adjusting bounties, building more structures, or hiring special heroes. Progression is kingdom-wide, unlocking new buildings and upgrades. The innovation is the brilliant, frustrating, and hilarious AI autonomy; the flaw is a sometimes frustrating lack of direct control that can lead to catastrophic failures due to hero stupidity or bad pathfinding. The economy revolves around tax revenue from buildings and gold from bounty rewards.
- Rise of Prussia: A operational/strategic-level historical wargame. Using a turn-based, hex-based system, it focuses on the movement and combat of army-level units (corps and divisions) across 18th-century battlefields. The core loop is: manage strategic movement points -> allocate forces to siege fortresses or defend borders -> engage in tactical battles (which resolve automatically based on unit stats, morale, and positioning) -> manage a rudimentary supply and attrition system. Innovation is its detailed order of battle and focus on the unique tactical challenges of 18th-century warfare (line infantry, cavalry charges, artillery). Its flaw is a niche appeal and a UI that, while clearer than Hearts of Iron, still demands patience and historical knowledge. It is less a sandbox and more a historical puzzle box.
World-Building, Art & Sound: Contrasting Aesthetics
The compilation is a study in visual and auditory contrast, mirroring its divergent gameplay.
- Hearts of Iron: Anthology: Art is purely functional and map-based. The world is a political map of the globe in 1936, with provinces colored by nation. Unit sprites are tiny, generic icons (infantry, tanks, planes). The atmosphere is generated by the weight of the numbers—the tens of thousands of divisions, the industrial production graphs. Sound design is sparse: period-appropriate music (military marches, tense orchestration) and the clicking of the UI. The world-building is 100% systemic; you feel the scale of the war in the logistical charts, not the visuals.
- Majesty 2: The Fantasy Kingdom Sim: Art is colorful, cartoonish, and full of personality. The fantasy kingdom is a vibrant, isometric realm with distinct architectural styles for each guild building. Unit designs are exaggerated and charming (a huge, slow warrior; a sneaky, comedic rogue). The soundscape is alive: heroes have distinct voice lines (“I’m a warrior, I need work!”), there’s whimsical music, and satisfying sound effects for every action. The world feels like a living, humorous D&D campaign.
- Rise of Prussia: Art is serious, meticulous, and historically styled. It uses painted-style unit portraits and a detailed, period map of Central Europe. The UI is framed by 18th-century military engravings and parchment textures. The sound is somber, featuring baroque and classical music appropriate to the era, with the thunder of cannon and musket fire in tactical battles. The world-building is one of historical authenticity and gravitas.
These elements do not synergize into a cohesive whole for the compilation; instead, they highlight the individuality of each experience, making the user’s journey through the compilation a constant shift in tone and expectation.
Reception & Legacy: A Silent Bundle in a Loud Year
Critical and Commercial Reception: As a region-specific compilation with no new content, Top Strategiespiele: Vol. I existed almost entirely outside the mainstream critical discourse of 2011. It received no reviews on major aggregators like Metacritic or MobyGames at the time. Its commercial performance is untracked by public sales data, but its placement on the Steam250 “Most Reviewed 2011” list is telling: it does not appear. The individual games, however, have their own legacies. Hearts of Iron II is a beloved classic in Paradox’s catalog. Majesty 2 gained a cult following for its unique design. Rise of Prussia is a respected, niche title among hardcore historical wargamers. The compilation’s primary audience was likely German-speaking strategy players seeking a cost-effective way to acquire these specific titles.
Evolution of Reputation & Influence: The compilation itself has no direct influence. Its value is archival. It represents a business model—the curated compilation of recent, niche PC titles—that thrived in the late 2000s/early 2010s before digital storefronts (Steam, GOG) and frequent sales made such physical bundles less necessary. Its legacy is that of a time capsule. The games within it are preserved in a specific, unmodified state from their last standalone patches. For historians, it marks a point where three distinct sub-genres (grand strategy, reverse-RTS, operational wargame) were considered cohesive enough by a publisher to be bundled together under the broad “Strategiespiele” label. It highlights the fragmented, mature, and specialist nature of the PC strategy space at the time, a stark contrast to the year’s headline-grabbing, mainstream-focused action-RPGs and shooters.
Conclusion: A Necessary Archive, Not a Landmark
Top Strategiespiele: Vol. I is an exceptional case study in video game curation. It is not an innovative title, nor a flawed one. It is, quite simply, a preservation effort in commercial form. Its “review” score is inherently an average of its components: a 9/10 for historical depth (Hearts of Iron), an 8/10 for charming innovation (Majesty 2), and a 7/10 for niche historical fidelity (Rise of Prussia). But as a singular object, its success is measured in its utility and its historical framing.
It serves as a physical (or digital) snapshot of the PC strategy genre’s breadth in the late 2000s. It proves that “strategy” was not a monolith but a spectrum from the macro-scale of Hearts of Iron to the micro-management of Majesty 2 to the operational focus of Rise of Prussia. Released in the same year as Skyrim and Portal 2, it is a quiet reminder of the parallel, thriving ecosystem of games that demanded time, reading, and patience over spectacle and immediacy.
In the grand canon of video game history, Top Strategiespiele: Vol. I is not a seminal title. It is a footnote, a compilation, a product. Yet, its very existence is valuable. It documents a publishing strategy for niche genres, it preserves three design documents from a specific era, and it stands as a testament to the fact that even in the year of the open-world RPG revolution, the deep, complex, and often confusing world of strategy gaming was alive, well, and being carefully packaged for those who knew where to look. Its place in history is that of a librarian, not an author—a necessary archive for the dedicated few.