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Warhammer 40,000: Gladius Review — The 4X That Cut Diplomacy

Warhammer 40,000: Gladius Review — The 4X That Cut Diplomacy

Author: Verdict Games Editorial Team Last Updated:
7.5
Overall Score
Fun 8/10
Difficulty 7/10
Controls 7/10
Graphics 7/10
Sound 7.5/10
Monetization 4.5/10
Longevity 8/10
Value 6.5/10

Pros

  • +Cutting diplomacy entirely produces a fast, aggressive 4X that finishes in one evening.
  • +Real asymmetry — city placement rules and population resources differ per faction.
  • +Every faction, base or DLC, has its own story quest line.
  • +Combat maths is flat, readable and predictable once you know the numbers.

Cons

  • Heavy faction-DLC model; the full roster costs far more than the base game.
  • Onboarding is weak — several decisive mechanics are undocumented in game.
  • No diplomacy also means no way to recover from a bad opening position.
  • No Japanese or Korean localisation despite a heavy text load.

The Bottom Line

Gladius is the best short 4X in the Warhammer 40,000 setting and one of the few 4X games that respects your evening. Cutting diplomacy makes it sharp and asymmetric, but it also removes your ability to recover from a bad opening — and the faction DLC model means the version most people describe is not the one you buy.

Summary

Warhammer 40,000: Gladius - Relics of War is a turn-based 4X from Proxy Studios (July 2018) in which four factions fight over Gladius Prime. Its defining decision is a removal: there is no diplomacy at all — no trade, no alliances, no truces. That cut produces a 4X you can finish in an evening, with real asymmetry between factions. The honest caveats are a heavy faction-DLC model, onboarding that leaves key mechanics undocumented, and no Japanese or Korean localisation.

Who This Is For: 4X players and Warhammer 40,000 fans deciding whether to buy Gladius Beginner-friendly

Key Points

Key Points

1

No diplomacy at all — every faction is permanently hostile, which makes matches short and aggressive.

2

Genuine asymmetry: where you may found cities and which resource feeds your population both change per faction.

3

Weak onboarding — several decisive mechanics are effectively undocumented in game.

4

Heavy faction DLC model, and no Japanese or Korean localisation.

What Gladius Is

Warhammer 40,000: Gladius - Relics of War is a turn-based 4X strategy game by Proxy Studios, published by Slitherine and released on 12 July 2018. Four factions — Astra Militarum, Space Marines, Orks and Necrons — fight for control of Gladius Prime, an Imperial colony world where digging in the wrong place has woken something that should have stayed asleep.

It sits at 81% positive on Steam, a Very Positive rating, and that is a fair reflection of what it is: a focused game that does one thing unusually well and does not pretend to do the rest.

The One Decision That Defines It

Gladius has no diplomacy. None. No trade agreements, no alliances, no non-aggression pacts, not even a temporary ceasefire. Every faction is permanently at war with every other faction, and the neutral creatures roaming the map are hostile as well.

In a genre where the diplomacy screen is usually a third of the game, that is a startling amount to remove — and it is the best thing about it.

What you get in return is pace. There is no long peaceful build-up phase where you click "next turn" while your economy compounds. You are fighting something within the first fifteen turns, decisions have consequences immediately, and a match resolves in an evening rather than across a weekend. For anyone who has abandoned a 4X campaign at turn 180 because life happened, that is not a small thing.

The removal is also thematically honest. This is Warhammer 40,000, a setting whose entire premise is that negotiation is not on the table. A diplomacy screen would have been the more conventional design and the less faithful one.

Asymmetry That Actually Changes Play

Most 4X games advertise asymmetric factions and deliver different bonuses on a shared chassis. Gladius puts the differences somewhere that matters more: where you are allowed to found cities, and which resource keeps your population alive.

  • Astra Militarum settle anywhere, grow on food, and field cheap, numerous, mostly ranged units — but they break under morale pressure.
  • Orks also settle anywhere and resist morale loss, but take heavy damage when they finally do break.
  • Necrons may only found cities on tomb sites, so the map dictates their empire, and they consume ore to sustain population while spending energy to build units.
  • Space Marines operate from a single Fortress Monastery and grow vertically, running on requisition rather than food.

Those are not bonuses, they are different games. A build order learned as Astra Militarum is close to useless as Space Marines. That is a real achievement, and it is the main reason the game holds up years after release.

Gladius Civilization-style 4X
Diplomacy None at all Central system with trade and alliances
Match length One evening Many sessions
Faction difference City placement and population resource change Mostly bonuses on a shared economy
Recovering a bad start Fight it out — no other option Negotiate, ally, buy time

Where It Falls Down

The DLC model is the biggest problem. Six additional playable factions have been sold separately — Tyranids, Chaos Space Marines, T'au, Craftworld Aeldari, Drukhari and Sisters of Battle — alongside further content packs. The base game is complete and the four factions each have their own quest line, so this is not a gutted release. But the game people describe online is frequently the full-roster version, and assembling that costs several times the base price. Coming in fresh, it is hard to know what you are actually buying.

The onboarding is weak. Several of the rules that decide games are effectively undocumented. Armour scales to 83% damage reduction at 10 armour. A resource deficit cuts affected production by 10% per turn down to a 50% floor. Units gain experience from being near enemy deaths, not from kills, to a maximum of level 10. Every one of those changes how you play, and none of them are taught. New players do not usually lose because they were outplayed — they lose sitting at half production without realising it.

No diplomacy cuts both ways. The design is better for the removal, but it also deletes every mechanism for recovering from a bad start. In Civilization a poor opening can be survived by making friends. Here a poor opening is simply a worse position that you fight from until it resolves, and against a relentless AI that can be a grim forty minutes.

No Japanese or Korean localisation. The store lists English, German, Spanish, French, Russian and Simplified Chinese. Gladius carries a lot of quest and tooltip text, and the mechanics that are already under-explained get harder still if you are reading them in a second language.

If you are buying on sale, check exactly which factions the bundle includes. "Gladius" on a wishlist and "Gladius with the armies everyone talks about" are meaningfully different purchases.

Who Should Buy It

Buy it if you want the 4X shape — explore, expand, exploit, exterminate — without the six-hour peaceful middle, and if factions playing genuinely differently matters more to you than a deep diplomatic layer. Buy it if you like Warhammer 40,000 and want a strategy game that takes the setting's premise seriously.

Skip it if negotiation is the part of 4X you enjoy, if you want a game that teaches you its own systems, or if buying armies piecemeal will annoy you every time you look at the store page.

If you do buy it, start with Astra Militarum and read the beginner guide first — most of the early frustration is avoidable and none of it is your fault.

★ Verdict

Gladius is a good game that made one brave cut and built something coherent around the hole. Removing diplomacy gave it speed, focus and thematic honesty, and the asymmetry between factions is the real thing rather than the marketing kind.

What holds it back from being a genuine recommendation-to-everyone is the packaging and the teaching. The systems are strong and readable once you know them; the game just will not tell you, and the full experience is fragmented across a shelf of DLC. Score it on what is in the box and how well it explains itself, and 7.5 is honest — excellent design, indifferent presentation of it.

For the other Warhammer 40,000 strategy game we cover, the Mechanicus review looks at a turn-based tactics campaign that solved its focus problem by adding a clock rather than by cutting a system out.

FAQ

FAQ

If you want a 4X that finishes in one sitting and you are comfortable with permanent war, yes. It holds a Very Positive rating on Steam, with 81% of reviews positive, and the no-diplomacy design gives it a pace that most 4X games never reach. If you want negotiation, long peaceful development, or a way to talk yourself out of a bad start, look elsewhere — those options simply do not exist here.
No, and this is deliberate. There is no trade, no alliance, no peace and no truce. Every faction on Gladius Prime is permanently at war with every other, and the neutral wildlife is hostile too. It is the game's central design decision rather than a missing feature, and it is why matches resolve so much faster than in comparable 4X titles.
Four in the base game — Astra Militarum, Space Marines, Orks and Necrons — plus six added by DLC: Tyranids, Chaos Space Marines, T'au, Craftworld Aeldari, Drukhari and Sisters of Battle. Each has its own story quest line, and the differences are mechanical rather than cosmetic, particularly in where you can found cities and which resource sustains your population.
No. The Steam store lists English, German, Spanish, French, Russian and Simplified Chinese for interface, audio and subtitles. There is no Japanese or Korean localisation, and the game carries a lot of tooltip and quest text, so non-supported-language players should weigh the reading load before buying.
No, the four base factions are complete and each has its own campaign quest line. But the game has an unusually heavy faction-DLC model, so a lot of the discussion you will read online assumes armies you do not own. If you want one for variety, Tyranids change the most because they replace food, ore and power with a single biomass resource.
It is approachable in scope but unhelpful in teaching. There is no diplomacy layer to learn and matches are short, which lowers the barrier — but several decisive rules, like armour reaching 83% damage reduction at 10 armour or production degrading 10% per turn during a deficit, are things you discover by losing rather than by being told.

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