3D game4X strategy and city building (MMO strategy)Original by Lilith Games

Rise of Kingdoms combines the goal of growing a city inspired by historical civilisations with alliance politics on a huge map shared by thousands of players. Building upgrades, research and commander development feed personal progress, while alliance territory, fortress sieges and cross-kingdom seasons feed collective strategy. What keeps players coming back is often a sense of responsibility towards their alliance mates.

The realistic expectation: games in this genre run on scalable map servers, large art production and strong LiveOps teams, so a small first release has to cut scope noticeably. A realistic MVP: one kingdom server, a limited building and troop tree, a few commanders, resource gathering and marches on a zoomable world map, and basic alliances. Server-side timers, real-time map synchronisation and economy control are essential.

First playable version (MVP)€66,000 – €92,50014–19 weeks · excl. VAT
Full scope€146,000 – €212,00022–30 weeks · 7-person team
Recommended techUnity (C#) + URP, GPU instancing and custom LOD system for large mapsCustom scalable game server (Go/Java/.NET) + Redis + database cluster, WebSocket for the real-time map; Nakama modules as an alternative
How to Make a Game Like Rise of Kingdoms
How to Make a Game Like Rise of Kingdoms

Why Rise of Kingdoms works: the core loop

Build and upgrade → gather resources, research → train troops and level commanders → march, attack and fight alliance wars on the map → compete in kingdom seasons
Systems you need to build a game like Rise of Kingdoms
Why Rise of Kingdoms works: the core loop

Systems you need to build a game like Rise of Kingdoms

City building and timers

Construction, upgrade durations, speed-ups and build queues. All timers must live on the server and be protected against client clock manipulation.

Seamless world map

Zooming from city to world map, resource nodes, barbarian camps and real-time display of thousands of marches.

Marches and battle simulation

Army marches, meeting points, server-side battle resolution, troop type advantages and battle reports. Rally (group attack) coordination.

Commanders and talent trees

Commanders inspired by historical figures, talent trees and pairings. Unlocking via gacha / sculptures is the centre of long-term progression.

Alliance system

Alliance territory, flags, help requests, alliance tech, chat and ranks. The strongest driver of community and retention.

Kingdom seasons and events

Cross-kingdom wars, seasonal maps, power rankings and scheduled events, all managed from a LiveOps panel.

What goes into the first version, what comes later

First version (soft launch)

  • One kingdom server and a limited world map
  • 12–15 buildings, 4 troop types and a basic research tree
  • 6–8 commanders with talent trees
  • Resource gathering, marches, barbarian and player attacks
  • Basic alliances, chat, a LiveOps panel and analytics

Later updates

  • Cross-kingdom wars and seasonal maps
  • Alliance territory, fortresses and holy sites
  • New civilisations, troop types and commanders
  • PC client and advanced alliance tools

The hard parts of this genre

Shared map scale

Thousands of cities and marches on one map require regional partitioning on the server and streaming only the visible area on the client.

Economy and spending balance

Letting big spenders and free players both enjoy the same kingdom is the most delicate design problem in the genre. Migration, matchmaking and season design keep the balance.

Early retention and long-term content

Layered systems can overwhelm new players. You need a good tutorial and features that unlock gradually, and in the late game a steady stream of new seasonal content.

Team, timeline and budget

The estimate is based on the genre’s core systems, content volume, multiplayer and live-ops needs plus QA and project management: about 561 person-days for the full scope and 252 person-days for the first version. Cutting scope (fewer levels, one map, fewer characters) lowers the budget directly. Store accounts, servers, audio licences and user-acquisition budget are separate items. We send a fixed written price within 24 hours after the game design document.

Monetisation

Revenue in MMO strategy games is built on speed-ups, resource and commander bundles, VIP levels, monthly cards / subscriptions and limited-time offers. Event-linked bundles and cosmetic city skins are additional lines. The genre has high revenue potential but demands an equally strong user acquisition budget and continuous LiveOps.

Estimate your game budget and get a fixed quote

Let us scope it together and send a fixed written quote within 24 hours. NDA on request; you own the source code.

Content volume
Multiplayer
LiveOps / events
Platform
First version (MVP)–
Full scope–

Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.

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Choosing a game development company for a game like Rise of Kingdoms

Most people searching “make a game like rise of kingdoms” are really looking for a reliable game development company. When comparing quotes, check four things:

  • Can you play their released 3D games on your own phone?
  • Are the source code, art files and store accounts transferred to you by contract?
  • Do they build a playable prototype first and show a demo every two weeks?
  • Are multiplayer servers, anti-cheat and scaling costs written into the quote?

Copyright and originality

Game mechanics on their own are generally not protected, but names, logos, characters, art, audio and level designs are. That is why we build a game “like Rise of Kingdoms” with your own name, art and world. This is not legal advice; we recommend a trademark search before launch.

Frequently asked questions

How long does it take to make a game like Rise of Kingdoms?

A full-scale MMO strategy game requires large teams and a long timeline. The realistic path is to start with a single-kingdom soft launch with limited systems and grow based on retention data.

Will there be copyright issues?

City building, world map and alliance mechanics are common in this genre and generally free to use. Do not copy the UI design, art, names or commander visuals. This is not legal advice.

Can it be built with a small team?

The city-building part can be done by a small team, but a shared real-time map, scalable servers and LiveOps require a serious backend team. Splitting scope into phases is a must.

What should I look for in a strategy game development company?

Look at their experience with server-side timers and battle systems, scalable infrastructure and F2P economy design. Prefer a team that can lay out a concrete load testing and LiveOps plan.

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