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File:Civ2.jpg
Civilization II is a prototypical example of a 4X strategy game.

4X refers to a video game genre with four primary goals, namely to "eXplore, eXpand, eXploit, and eXterminate." The first 4X games were turn-based, but game developers have created real-time 4X games, as well.[1][2][3] One of the best known examples of the 4X genre is Sid Meier's Civilization series, which has sold over 8 million copies.[4]

The term "4X" was first used by Alan Emrich, in the September 1993 issue of Computer Gaming World, in the review of Master of Orion. Incidentally, Emrich was later involved in the design of Master of Orion III.[5][6] Mainstream reviewers now use "4X" in articles about games which follow a similar pattern.[1][7][8]

Many typical features of 4X games had appeared earlier, in board games and in 1970s computer games.

Definition

4x games such as Master of Orion II let empires explore the map, expanding by founding new colonies and exploiting their resources. The game can be won by exterminating all opponents.

Classic definition

"4X" was originally an abbreviation for explore, expand, exploit, exterminate:[6]

  • Explore means the player must move units in the playing area to reveal the map. Some games begin with the map partially revealed,—for example, Master of Orion begins with stars revealed, but planets hidden—while other games begin with no initial knowledge of the map—as in the Civilization games.
  • Expand means players increase the territory under their control, usually by creating new settlements, or increasing the size of existing ones. Some 4X games also incorporate the political influence of settlements, which may be extended (Civilization III and later versions; Galactic Civilizations).
  • Exploit means players gather and use resources in areas they control, and improve the efficiency of that usage.
  • Exterminate means attacking and eliminating rival players, pushing back their territorial expansion, and hindering their ability to exploit resources within that territory. Beyond the cost to the rival, there is often an additional tangible benefit to the attacker, such as acquired territory, loot, and resources.

These four phases overlap often in most 4X games, and some are designed so that exploration and expansion continue until quite late in the game; for example, in Master of Orion and the Space Empires series, the player must do research in order to colonize every type of planet.[9][10]

Difficulties in definition

When Emrich first used the term "4X", the vast majority of strategy games were turn-based. Dune II, the first real-time strategy game to achieve major success, was released in 1992.[11] Many real-time strategy games such as Age of Empires or StarCraft have a similar "explore, expand, exploit, exterminate" cycle, but they are not considered 4X games. So the definition of a 4X game now requires more than having each of the four Xs.

Victory without extermination

The definition of Moby Games' "4X" category includes the requirement that it must be possible to win without exterminating all opponents. For example, in the Civilization series, it is possible to win by achievements that proves total technological and economic superiority, while in the Master of Orion series, a player may win by being elected to supreme leader of the galaxy. This criterion is explicitly meant to exclude games such as Age of Empires, WarCraft, Command & Conquer, and Heroes of Might and Magic from the 4X genre.[7] Unfortunately this attempt to clarify the definition fails on Moby Games' own terms, because both Age of Empires and Heroes of Might and Magic offer other victory conditions. Recent developments have made the situation more complicated: Sword of the Stars and Sins of a Solar Empire are regarded as 4X games, but their only victory condition is total conquest (Sins of a Solar Empire is also entirely played in real-time).[12][13][14]

Diplomacy

Moby Games also attempts to distinguish 4X games by their "complex uses of diplomacy rather than the standard 'friend or foe' commonly found in non-4X strategy war games".[7] The makers of Sins of a Solar Empire also see diverse diplomatic strategies as an important part of the 4X genre.[15] This attempt to clarify the definition has some basis, since other definitions[16] and several reviewers of 4X games[17] suggest that diplomacy is a major feature of most 4X games.

Other typical features of 4X games

Most games which are widely recognized as being of the 4X genre have most of the features described below. However, these features are not regarded as part of the genre's definition, because few 4X games offer them all, and a few non-4X games also include some of them. In particular, the " beer and pretzels" sub-genre of 4X often omits or reduces features that are common in the "full-size" instances.[18]

Empire setting

4X games involve building an empire[19] in settings such as earth,[20] a fantasy worlds,[21] or in space.[22]

4X games often have a detailed interface to manage each settlement, such as the planet management screen in Galactic Civilizations II.

Depth of gameplay

4X games typically provide a wider range of ways to gain the upper hand than than most other genres: trade, diplomacy —including bribery— espionage, and sabotage[19][23][24][14] — even if the player's ultimate goal is total conquest.[13] Long-term planning is vital.[16] Hence, 4X games usually require players to use a much larger amount of information, and to manage more aspects of an empire than most other genres. Research, diplomacy, and the economy must all be constantly tended to by the player.[14]

Each layer of gameplay can become intricate enough to resemble a minigame of its own, such as ship design in Galactic Civilizations II and Master of Orion,[25] or tactical combat in Space Empires IV.[23] Some 4X games even offer a separate screen display for managing battles,[26] or a separate screen for each settlement;[27] many also have separate screens for diplomacy with each player.[28][29] This is in contrast to most RTS games. Dune II, which arguably established the conventions for the real-time strategy genre, was fundamentally designed to be a "flat interface," with "no additional screens."[30]

4X games are typically complex, and include various rules.[13] For example, Civilization IV was designed as a composite of several simple systems, which combine to create complex results.[31].

Long playing times

4X games usually last longer than other strategy games. Single player games may take multiple sessions over multiple days, while multiplayer matches can take much longer.[16] This is part of the intended design. For example, one Master of Orion II strategy guide makes it clear that in a large galaxy with a low-tech start one does not expect serious warfare before about turn 110.[32] Even the recent real-time 4X ("RT4X") game Sins of a Solar Empire can last for over 12 hours.[13] But a few 4X games are regarded as and aim to be "beer-and-pretzels" games that one expects to complete in a single session.[33][34][35]

Micromanagement

4X games have been criticized by strategy gamers for leading to excessive micromanagement, especially later in the game. "A common flaw of 4X games is its ability to quickly become overwhelming from its micromanaging. (Later in the game), expect to spend a lot of time taking care of small details." [36] This can detract from grand strategy by overloading the player with repetitive and mechanical work.

Some 4X games attempt to mitigate the burden of micromanagement. Most commentators agree that Galactic Civilizations succeeds, but Master of Orion III's approach has had a very mixed reception.[37][38] The recent "RT4X" game Sins of a Solar Empire successfully reduces micromanagement without reducing the player's control of the game. [14]

File:Civ 3 Tech Tree Era1.png
One part of Civilization III’s technology tree. Note the complex paths between technologies.

Technology tree and research

In many 4X games research is vital, because an advanced combat unit will usually beat a larger number of less advanced units that cost more in total to produce.[39]. In other (non-4X) games upgrades often provide only minor advantages,[40] and the basic units sometimes remain important all the way to the end of a long game.[41]

In some 4X games the research costs of the most advanced technologies are hundreds of times greater than those of the of the most basic technologies.[42] Hence it is sometimes necessary to research several civilian technologies first in order to build a strong economy.[43]

Hence 4X games typically feature a technology tree,[44][7] and major 4X games like Civilization and Master of Orion have a much larger technology tree than most other strategy games; as an extreme example Space Empires III has over 200 technologies. Only the multi-epoch Real-time strategy (RTS) games like Age of Empires or Empire Earth can compete with typical 4X games in the number of technologies available.[45]

4X games vary widely in the mechanisms they use to provide resources for research: in some no buildings are needed, in others research can only be done when the right buildlings are present. But in the great majority of cases the same resources are used for all types of research.[46] For a comparison, some non-4X real-time strategy games offer some research options, usually to upgrade existing combat units. But in such games the ability to research a particular technology generally depends on having the right building, and that building can generally only research a few technologies.[40]

The structure of technology trees varies a lot from one 4X game to another. For example Master of Orion II has one of the simplest technology trees, in which one can research all the way to the top of one technology area and neglect the rest (seldom advisable); Civilization has one of the most complex, since most technologies have two prerequisites and hence one cannot research any top-level technology without having researched almost all the lower-level technologies.[47]

Peaceful victory conditions

Most "4X" games allow a player to win by exterminating all rival players, or by conquering a threshold amount of the game universe. But most 4X games also offer peaceful victory conditions that involve no extermination[7]. For example:

  • Many 4X games award victory to the player in first place at the end of a time limit, or once their score reaches a certain threshold (e.g. the Space Empires series).
  • The Master of Orion series lets the player leverage diplomacy to be elected supreme ruler of the galaxy.
  • In Galactic Civilizations one can win by researching a supreme technology, by forging an alliance with every major civilization or by having more than 70% "influence".
  • The Space Empires series awards victory for keeping the galaxy at peace for a specified number of turns.
  • In the Civilization series one can win by being the first to colonize another solar system. Later in the series, one can win by becoming the planet leader (via United Nations or the Apostolic Palace in Civilization IV: Beyond the Sword) or achieving legendary culture.
  • In Master of Magic one can win by researching and casting "Spell of Mastery"
  • In Colonization the only way to win the game is by gaining independence. Exterminating some of the other players might be necessary to get space for expansion, but is not necessary and will not lead to automatic victory.
  • In Sid Meier's Alpha Centauri victory can be achieved by building the 'Path to Transcendence' Secret Project, democratic victory (being voted in as leader of the planet), economic victory, and other methods.
Civilization is typical of 4X games where competing players may negotiate treaties.

Diplomacy with non-teammates

Diplomacy is considered a common feature in 4X games[16][15][17] and an element of gameplay that defines the genre.[7] While some strategy games offer shared victory and team play, diplomatic relations are restricted to a binary choice between an ally or an enemy.[7] 4X games often allow more complex diplomatic relations between competitors who are not on the same team.[7] Aside from making allies and enemies, this includes the ability to trade resources and information with rival players.[7]

Reduced emphasis on combat

In many game genres, such as Real-time strategy, First-person shooter and some Role-playing games, hands-on control of combat is a core element. But some 4X games provide little or no control over combat - the players move units into situations where they come into conflict, and combat is resolved automatically and in some games invisibly.[48]

Even in 4X games that allow full hands-on control, the result of combat is generally determined by "what you bring to the battle" rather than by ingenious tactics.[9]

Constraints on growth and warfare

In some 4X games a player's actions are constrained by technological and social features as well as by the actions of their opponents:

  • Exploration might be limited by impassible terrain or operational ranges[16]. Technological advances may be required to explore the full map.[49]
  • Expansion might be limited by maintenance costs and economic troubles that are more complex than a simple population limit, such as logistic concerns or corruption. Players are usually forced to consolidate and strengthen their current holdings, or discover new technologies that make their economy powerful enough to support further expansion (corruption is an important constraint in the Civilization series until Civilization IV).[50]
  • Exploitation of natural and human resources might be limited by pollution, disease, unhappiness, or civil unrest. The player often lacks the tools to overcome these limitations at the start of the game, requiring more advanced industrial or cultural developments.[51]
  • Extermination might be limited by war fatigue, morale or the activities of a peacefully-inclined political party.[52]
Each race in Space Empires IV has unique strengths.

Racial advantages

Many 4X games offer options to play as one of several different races or cultures, each of which has its own advantages and disadvantages. A significant number allow the player to customize their race, and hence a player needs to decide on a strategy before play actually starts. The most extreme example may be Stars!, for which there are several very detailed articles on race design.[53]

On the other hand racial / cultural advantages are not limited to 4X games, for example the RTS game Empire Earth has a fairly elaborate system for defining custom races.

Less emphasis on graphics

Traditionally depth of gameplay takes priority over polished graphics and sound in 4X games.[16]

The fifth X: eXperience

Master of Orion III was marketed as the first 5X game, with the "eXperience" of delegating management via a bureaucracy.

In 2002, with the pending release of Master of Orion III, there were claims that this would be the first "5X game". Alan Emrich announced that the fifth X would be the eXperience of delegating the ruler's authority to other leaders:[6] [54]

We've added a 5th X to the list (eXperience) and tried to keep a player's role in perspective. To that end, a player cannot micromanage everything all the time in MOO3. Although you can do ANYthing on a given turn, you simply won't be able to do EVERYthing during a single turn. Some things will have to wait, others you'll have to trust to the Leaders in charge of those areas. Most of the time, you'll MACROmanage a civilization's activities and try to steer the Ship of State along a general course rather than select every item for every build queue on every planet in every system of every sector that you've colonized. And with the expanded amount of playable real estate in MOO3, believe me, you'll THANK us for not forcing you to micromanage all that stuff!.[54]

Master of Orion III received mixed comments from reviewers and players: a few liked delegating control to AI governors, while the majority found this lack of detailed control boring or frustrating.[38]

This new "experience" also included the threat of unrest or revolt if you do not meet the demands of your citizens.[6] However, unrest and revolt had already been seen in the 4X genre. Civilization II in 1996 included features such as civil unrest in unhappy cities, and the possibility of being over-ruled by the senate.[55] In Galactic Civilizations, the player's party can even be voted out of office.[52]

History

Early years

Some writers claim that the first 4X video games were Andromeda Conquest and Reach for the Stars (both published in 1983).[56][57] But most fans regard Sid Meier's Civilization in 1990 as the first true 4X game, with the level of detail that has become a staple of the genre.[14] Steve Barcia's Master of Orion from 1993 is also an early landmark in the genre, and the term "4X" was coined in a review of this game.[6] Both had more developed technology trees and diplomatic AI.

Several earlier game genres contributed to the genesis of 4X:

Golden age

By the early 1990s, the success of both Civilization and Master of Orion sparked a golden age for strategy games[61] (especially turn-based strategy).[62] Their respective authors produced other 4X games: Colonization (1994) was a spinoff of Civilization;[63] but Master of Magic (1993) used a totally different economic system from Master of Orion, and the new system was also used in Master of Orion II.[64][65] Other 4X games released in the mid 1990s include Ascendancy (1995) and Civilization II and Fragile Allegiance (both 1996) - all taking advantage of the rapidly growing processing power and graphics capabilities of PCs.

Although several 4X titles were released in the late 1990s (see the list below), the real-time strategy genre had surged in popularity. When Brett Sperry designed Dune II in 1992, he was concerned that gamers would not be interested in a real-time strategy game.[22] But within a few years, real-time strategy games were outselling turn-based games.[66] Total Annihilation received strong and enduring critical acclaim,[67] and the release of the equally acclaimed StarCraft in 1998 signaled a huge success for real-time strategy games, selling 9.5 million copies over its long shelf-life.[68] This led critics to assert that more gamers prefer real-time action to turn-based gameplay.[66] As RTS games surged in popularity, major 4X franchises fell into difficulties. In 2001, Civilization III encountered development problems followed by a rushed release.[69] And despite the excitement over Master of Orion III, its release in 2003 was regarded as an ambitious failure.[38] Game publishers eventually became risk-averse to building 4X games.[19]

Recent history

Civilization IV was released at the end of 2005, garnering numerous awards from game critics.[70] Along with Stardock's release of Galactic Civilizations 2 in early 2006, this may signal a resurgence in the 4X genre.[71]

Ironclad Games coined the term "RT4X" to describe their game Sins of a Solar Empire (2008), which aims to blend "the 4x genre with the fast-paced and tactical elements of a real-time strategy title."[72][73] In fact Digital Reality had been combining 4X gameplay with elements of real-time strategy to create earlier games such as Imperium Galactica in 1997 and Haegemonia: Legions of Iron in 2002.[3]

Examples of 4X games

Popular 4X games in a science fiction setting include:

Popular 4X games in a fantasy setting include:

Popular 4X games in a historical setting include:

References

  1. ^ a b "Starships Unlimited - Divided Galaxies review". deafgamers.com. Retrieved 2008-03-31.
  2. ^ "Interviews - Interview - Blair Fraser, Producer ..." GamersInfo.net.
  3. ^ a b Butts, Steve. "News/Reviews - IGN: Sins of a Solar Empire" (HTML). CBS Games. Retrieved 2008-03-31.
  4. ^ Martin, Matt. "Grand Theft Auto series has sold 66 million units to date" (HTML). gamesindustry.biz. Retrieved 2008-03-23.
  5. ^ 5, 10, 15 Years Ago in CGW September 2003
  6. ^ a b c d e "Master of Orion III Developer Chat". gamespy.com.
  7. ^ a b c d e f g h i "Moby Games' 4x games Group Description". Moby Games.
  8. ^ Other examples of the use of "4X" include: "Strategy Gaming Online - Reviews : UltraCorps Page 1".; "RPGnet : Review of Galactic Civilizations".; "GamersInfo.net - Interview - Blair Fraser, Producer ..."; "Guides: Civilization IV: Warlords Guide (PC)".; "GalCiv2, SotS, SEV: a 4X Comparison".; "RTSC's Glossary of RTS Terms".; "Guides: Civilization IV: Beyond the Sword Guide".; "Sins of a Solar Empire: FAQ".
  9. ^ a b "Master of Orion - The Player".
  10. ^ The mechanisms are different. In Space Empires III it costs 30,000 Research Points (RP) to research the colonization of each planet type that is different from an empire's homeworld; there are 6 planet types; at the start of a game each empire produces 500 RP per turn (600 if it has a research bonus). In Master of Orion most races can colonize "normal" planets from the beginning; there are 6 types of "hostile" planets, in an ascending sequence of hostility; the technology to colonize the most hostile costs 37 times as many RPs as the tech to colonise the least hostile. (Sources: game manuals and research menus)
  11. ^ Geryk, Bruce. "A History of Real-Time Strategy Games" (HTML). GameSpot. Retrieved May 29, 2007. Herzog Zwei is widely regarded as the first RTS game, although it achieved fewer sales - see Sharkey, Scott. "Herzog Zwei in 1up.com's essential top 50" (html). 1up.com. Retrieved 2007-09-27.
  12. ^ "Gamespot: [[Sword of the Stars]]". Sept 2006. {{cite web}}: Check date values in: |date= (help); URL–wikilink conflict (help)
  13. ^ a b c d Cavalli, E. (Mar 2008). "Review: Sins of a Solar Empire Sinfully Good". Cite error: The named reference "BlogWiredSoaSReview" was defined multiple times with different content (see the help page).
  14. ^ a b c d e Booth, N. (Feb 2009). "PALGN: Sins of a Solar Empire Review".
  15. ^ a b "Sins of a Solar Empire FAQ" (HTML). Ironclad Games. Retrieved 2008-03-30.
  16. ^ a b c d e f Fleay, Lindsay. "Glossary of RTS terms" (HTML). Real Time Strategy Carnage. Retrieved 2008-03-30.
  17. ^ a b Several reviewers refer to diplomacy as a generic 4X feature: "Deaf Gamers - Starships Unlimited: Divided Galaxies".; "Out of Eight PC Game Reviews - Starships Unlimited v3 Review" (HTML). Retrieved 2008-03-30.; "Tacticular Cancer - GalCiv2, SotS, SEV: a 4X Comparison" (HTML). Retrieved 2008-03-30.; Cavalli, Earnest. "Wired - Review: Sins of a Solar Empire Sinfully Good" (HTML). Retrieved 2008-03-30.; "GameShark - Sins of a Solar Empire Review" (HTML). Retrieved 2008-03-30.;
  18. ^ Spaceward Ho! is the best known "beer and pretzels" 4X game, see "Spaceward Ho! (review)". and "4X: Spaceward Ho!".
  19. ^ a b c "GameSpy's Game of the Year 2006 - 6. Galactic Civilizations II: Dread Lords" (HTML). Retrieved 2008-03-31.
  20. ^ Reed, Doug. "Review - Civilization: Call to Power" (HTML). kickstartnews.com. Retrieved 2008-03-30.
  21. ^ Chick, Tom. "PC Retroview: Master of Orion II" (HTML). IGN. Retrieved 2008-03-30.
  22. ^ a b Geryk, Bruce. "History of Space Empire Games - Introduction" (HTML). GameSpot. Retrieved 2008-03-30.
  23. ^ a b Bates, Jason. "IGN: Space Empires IV Review" (HTML). IGN. Retrieved 2008-04-01.
  24. ^ Jensen, C. (Feb 2008). "GameAlmighty: The wickedly good [[Sins of a Solar Empire]]". {{cite web}}: URL–wikilink conflict (help)
  25. ^ Abner, William. "GameShark - Galactic Civilizations II: Dread Lords Review" (HTML). GameShark. Retrieved 2008-04-01.
  26. ^ Geryk, Bruce. "History of Space Empire Games - Master of Orion II: Battle at Antares" (HTML). GameSpot. Retrieved 2008-03-23.
  27. ^ Geryk, Bruce. "History of Space Empire Games - Space Empires IV" (HTML). GameSpot. Retrieved 2008-03-23.
  28. ^ Butts, Steve. "Preview - Sins of a Solar Empire" (HTML). Yahoo!. Retrieved 2008-03-23.
  29. ^ "Review - Lost Empire" (HTML). Tacticular Cancer. Retrieved 2008-03-23.
  30. ^ Geryk, Bruce. "A History of Real-Time Strategy Games - Dune II" (HTML). GameSpot. Retrieved 2008-03-23.
  31. ^ Find new ways to conquer the world in Civilization IV
  32. ^ Master of Orion II Strategy Guide
  33. ^ "Home of the Underdogs: Stellar Conquest III".
  34. ^ "Moby Games: Spaceward Ho! IV for Windows".
  35. ^ "Home of the Underdogs: Deadlock".
  36. ^ PC Strategic Games FAQ: 2.8) What is a 4X game?
  37. ^ Galactic Civilizations reviews at metacritic.com
  38. ^ a b c Master of Orion 3 reviews at metacritic.com
  39. ^ "Thoughts on game balancing a 4X game". What counts as a more advanced unit varies: in the Civilization series new types of unit become available after certain advances and there's very little one can do to improve existing lower-tech units; in Master of Orion II one can build e.g. battleships from the start, but can refit existing ships to take advantage of new techs, improving their combat effectiveness enormously (see game manuals).
  40. ^ a b "RTS Basics: R & D". and the Starcraft manual. Although multi-epoch games like the Age of Empires and Empire Earth series have a larger number of research options and a significant proportion of civilian research options, the research options all depend on having the right buildings. See the relevant games' manuals.
  41. ^ For example Starcraft is renowned for the fact that good use of basic units is important throughout a game "Starcraft for PC Review". 1998.. In Total Annihilation "slushing" (Slasher / Samson rushing - these are level 1 missile-firing vehicles) is often the most efficient way to win "Total Annihilation: Rushing and Raiding, Part 1". And in Heroes of Might and Magic, a Turn-based game that is not 4X, "low-level armies are in fact very powerful" "Articles (HOMM3) - Way of the War: Compendium of combat tips".
  42. ^ For example many of the weapons in Master of Orion II are in the Physics research area. The most basic Physics tech costs 50 Research Points; the most advanced costs 15,000 RP on its own and 35,000 if you include the costs of all its prerequisites (source: game's Research Menu).
  43. ^ For example 11 of the first 12 research steps are civilian in the starting sequence recommended by "Master of Orion II Strategy Guide". 2005.
  44. ^ GameShark - Sins of a Solar Empire Review
  45. ^ There are 86 nodes (technologies) on the technology tree in Civilization IV, while Warcraft III distributes its upgrades across 12 leaves (buildings). And in Warcraft III one can reach the highest level of one branch of the technology tree in five steps, while the Civilization IV technology tree requires nearly 60 steps to reach the end.
  46. ^ Master of Orion (1993), the Galactic Civilizations series and Sword of the Stars have no research buildings; players simply allocate some of each colony's output to research (see game manuals). In the Civilization series (1991 onwards) and Master of Orion II (1996) one can do research without buildings, but it's much faster when supported by the right buildings (see game manuals). In the Space Empires series (1993 onwards) and in Ascendancy (1994) research can only be done via buildings, but these can research any technology (see game manuals).
  47. ^ See the relevant games' manuals.
  48. ^ The Civilization series resolves combat invisibly. Galactic Civilizations and Stars! allow players to watch combat but not to control it. (See game manuals) Lost Empire: Immortals allows players to choose which unit should fight in each combat round, but that's all; see "TVG: Lost Empire: Immortals - First Look Preview". Mar 2008.
  49. ^ See note on next paragraph for operational ranges in space-based games. In the Civilization series the earliest units are land units with limited mobility. They cannot cross seas until you research marine transport technologies; and their chances of climbing a mountain on any particular turn are quite low, in fact they may never succeed before a game ends (see game manuals).
  50. ^ In the Civilization series until Civilization IV, the further a colony is from the empire's capital the higher its level of corruption, which can severely reduce its cash-flow and research productivity (see game manuals). In the Master of Orion series, ships' ranges are limited but can be extended by researching new technologies (see game manuals). In the Space Empires series, the range-limiting mechanisn is different: ships must return every 15 turns to a colony that has a Resupply Depot (see game manuals).
  51. ^ In the Master of Orion series increasing a colony's industrial production forces a player to spend an increasing percentage of production on pollution control, although one can research technologies that mitigate and eventually eliminate this wastage (see game manuals). In the Civilization series pollution is a less severe constraint as you can clean up areas where it is bad enough to reduce productivity; but after a colony reaches a certain size (depending on the difficulty level) every new citizen is discontented and players have to put increasing resources into making them contented (see game manuals). In the Space Empires series pushing a colony's work-rate over 100% will eventually lead to riots that stop all useful ground-based activities (see game manuals).
  52. ^ a b In the Civilization the Senate can force you to make peace, if your government is Republican or Democratic (see game manuals). In the Galactic Civilizations series your political party may be voted out of office, and this may force a change of strategy as different parties have different policy preferences and different bonuses, e.g. in production or in combat; see "Galactic Civilizations". July 2003.
  53. ^ The Stars! FAQ
  54. ^ a b Lafferty, Michael. "Delve into the world of Master of Orion 3 with Quicksilver's Alan Emrich" (HTML). GameZone. Retrieved 2008-03-23.
  55. ^ Murphy, Ronan. "CIVILIZATION II / FANTASTIC WORLDS / TEST OF TIME FAQ" (TXT). gamesover. Retrieved 2008-03-23.
  56. ^ History of Space Empire Games - The Early Years 1980-1992
  57. ^ "Reach for the Stars Home Page" (HTML). Strategic Study Group. Retrieved 2008-03-31.
  58. ^ "Civilization (1980)".
  59. ^ a b "Star Sonata".
  60. ^ "Walter Bright's Classic Empire".
  61. ^ "Only a Game: Strategic Play" (HTML). Retrieved 2008-03-31.
  62. ^ Bateman, Chris. "The Golden Age of Games - Master of Orion" (HTML). Retrieved 2008-03-31.
  63. ^ Meier, Sid. "Foward from Colonization Strategy Guide" (HTML). CBS Games. Retrieved 2008-03-31. {{cite web}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  64. ^ Fudge, James. "GameSpy Hall of Fame - Master of Magic" (HTML). Retrieved 2008-03-31.
  65. ^ "4X: Master Of Orion".
  66. ^ a b Walker, Mark H. "Strategy Gaming: Part V -- Real-Time vs. Turn-Based" (HTML). GameSpy.com. Retrieved 2008-03-31.
  67. ^ "The Greatest Games of All Time: Total Annihilation". The full list does not attempt to rank games but lists them chronologically.
  68. ^ "Introduction to Vivendi games" (PDF). Vivendi. June 2006. p. 4. Retrieved 2006-11-26.
  69. ^ Gillen, Kieron. "Making Of: Soren Johnson On Civ 4" (HTML). Retrieved 2008-03-31.
  70. ^ 2K Games - Civ IV Recognized in "Best of 2005" Awards 12.20.05
  71. ^ StarGamer.net Review - Galactic Civilizations II: Dread Lords
  72. ^ Surette, Tim (March 21, 2007). "Sins of a Solar Empire beta unveiled" (HTML). GameSpot. Retrieved 2008-01-06.
  73. ^ "Sins of a Solar Empire" (HTML). Ironclad Games. Retrieved 2008-01-06. Sins of a Solar Empire is a "RT4X" game, blending the epic strategy and empire management of the 4X genre with the fast-paced and tactical elements of a real-time strategy title.

See also

Gameplay