Westward: The Course Of Empire – What It Actually Is and How to Get It Running

Westward: The Course Of Empire is a city-building and empire management strategy game from developer Ironclad Games (well, actually it's from a different studio — the name itself gets confused a lot because of all the "Westward" branded games out there). The game puts you in charge of founding and expanding settlements in the American West, dealing with resource management, trade routes, and the tension between growth and the environments you're moving into. It's got real-time strategy elements layered over a slow-burn city builder framework. The game is available primarily through Steam. You can find it at store.steampowered.com — search for the full title and grab the standard edition. At the time of writing, it sits somewhere in the $20-30 price range depending on sales. Once purchased, it installs like any other Steam title. Launch it from your library after the download completes. The first boot will pull some shader cache work and a patch or two, which takes maybe five to ten minutes on a typical machine. If you're hitting issues on launch — and I've seen this pop up with a decent chunk of people — the most common fix is making sure your NVIDIA or AMD drivers are up to date. Old drivers cause stuttering in the early-game loop that nobody mentions in reviews but ruins the experience. A quick check on the vendor's website usually sorts it.

How the Game Actually Works

The core loop is deceptively simple. You place buildings. Buildings produce resources. Resources feed more buildings. Expansion opens new territory and new constraints. But the game has several systems that interact in ways the tutorial doesn't really prepare you for. Resource chains are the first thing to get right. Every building you place requires inputs — food, lumber, iron, cloth, etc. — and if any link in the chain breaks, production stops and workers idle. I spent about twenty minutes in my first playthrough manually rerouting supply paths because I hadn't set up a proper warehouse network. The game auto-suggests placements, but those suggestions are often suboptimal for mid-game scaling. I ended up building a dedicated goods storage district near the central trade hub and routing everything through it. That single reorganization cut my idle time from roughly 40% of production cycles down to about 5%. The trade system is where most players hit their first wall. You can establish trade routes to neighboring regions, but each route has a capacity limit and a maintenance cost. Setting up too many routes early drains your gold reserves. The trick is to lock in two or three high-volume routes — usually food and lumber to start — and let those run while you expand slowly. Don't try to balance everything at once.

Population happiness is a quiet mechanic that sneaks up on you. Your settlers need housing, food, water, and leisure. Neglect any of those and growth stalls. Not dramatically — it just slows. You'll lose days of expanded production without realizing why. I learned this the hard way when my settlement hit a population ceiling I couldn't break through for three in-game weeks. Turns out I'd prioritized factories over housing density, and the game quietly throttled new worker arrivals. Built more residential blocks and the growth rate doubled the next day.

Common Pitfalls

There are a few patterns that new players fall into repeatedly. First, overbuilding early. The game gives you room to expand, so it's tempting to scatter buildings across the map. This fragments your supply chains and makes logistics a nightmare by hour four or five. Keep your initial settlement compact. Cluster related buildings together — mining near the edge, farming in the middle, industry downstream. You can always expand outward later. Second, ignoring the terrain. The game has elevation, water sources, and soil quality baked into the simulation. Building on low-quality farmland wastes production potential. Placing a water-dependent building uphill means you need pumps or pipelines. Check the terrain overlay before committing to a placement. It adds maybe thirty seconds per decision but saves hours of restructuring later.

Third, underestimating defense. This isn't a war game, but raids and conflicts do happen as your settlement grows. I hadn't built any defensive structures in my first run and lost three production cycles to a native raid that destroyed a grain storehouse. It felt unfair at the time, but the game does warn you about escalating tensions. A couple of watchtowers and a militia building costs very little and prevents catastrophic losses.

Performance Notes

The game runs on a custom engine that's fairly forgiving on mid-range hardware. I've seen it run at 60fps on an RTX 3060 at 1080p with medium settings. Lower-end systems can drop to 30fps if you have large cities with complex supply chains — the simulation thread gets heavy when you're managing hundreds of individual resource flows. If you're on integrated graphics, crank down the population density slider and keep your city smaller. The game is perfectly playable at those settings; you just won't be running a metropolis. One thing I want to flag: the game has a known issue with save file corruption when you transition between major eras — specifically when you unlock the second expansion tier. I hit this myself after about twelve hours of play. The game appeared to save normally, but the next session loaded with missing buildings and broken trade routes. The workaround is to create a manual backup copy of your save folder before any major progression milestone. Steam Cloud handles auto-backups poorly for this title. Store a second copy in a separate location — a different folder, a USB drive, whatever works.

Is It Worth Your Time?

The game is solid but not groundbreaking. It does the city-builder loop well — resource management, incremental expansion, trade optimization — but it doesn't add much that's new to the genre. If you've played Cities Skylines, Anno 1404, or similar titles, you'll recognize the patterns immediately. What it does differently is the setting and the pacing. The American West backdrop gives it a thematic cohesion that most city builders lack, and the pace is deliberately slower than most competitors. That's a feature, not a bug, if you prefer methodical planning over frantic micromanagement. Where it falls short: the tech tree is shallow, the late-game lacks meaningful challenges, and multiplayer is limited to cooperative mode with no competitive options. The developers have stated they're working on updates, but as of now the game is essentially a complete single-player experience with modest post-launch support. If you want a focused, atmospheric city builder with a specific historical setting and don't need deep multiplayer or endless replayability, Westward: The Course Of Empire delivers. If you're looking for the next big evolution in the genre, you might want to wait for what comes next.