Solid but not what it wants to be
Warrior King Battles has a lot of ambitions. Despite it's heavy fantasy RPG flavour, there is a sincere effort here to replicate the challenges of medieval logistics. This is perhaps what makes it so distinctive and interesting, so it's a shame these aspects are the ones that tend to fall flat.
As in any RTS, the game charges you with constructing a base and destroying your opponent. There are three distinct tech trees, the pagan, imperial and renaissance trees to keep the game asychronous. These aren't chosen from the start but rather built into over the course of the game, and they can be mixed to a limited extent which makes the game quite flexible, though I found one tends to find a strategy that suits and play consistently to that.
Not content to be distinct in this way alone, Warrior King Battles makes a real try at a more medieval castle builder, with a focus on logistics. You start with a fort, complete with walls and gatehouse that can be expanded with fort buildings, and a village which serves as a drop-off point for gathered resources. To represent food consumption, your army supply limit is measured in manned farms, and going over this limit causes your military units to slowly starve. In addition, goods do not travel for use automatically; they must be shipped from your villages by cart to the city.
While there are some great ideas here they completely fail in practice. It's impossible to survive a siege with one fort as there are no other sources of food, and games are decided with battles almost all the time anyway. The AI doesn't even bother to close it's gates; if you're that close, all farms are unmanned and you've already won. Pulling a sun tzu and stealing a cart of your enemies grain sounds appealing but the effort and time makes it worth far less than 10 of your own.
Warrior King Battles is full of interesting ideas that never quite make it. It's no competitor to Warcraft III but still a solid and interesting RTS that's worth your time.