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==Game design== 4X computer and board games are a [[video game genre|subgenre]] of [[strategy game]]s,<ref name="Habib2006" /><ref name="IroncladGames" /><ref name="MobyGames2008" /> and include both [[turn-based strategy|turn-based]] and [[real-time strategy]] titles.<ref name="4XandRTS" /><ref name="DeafGamersSUDG"/> The gameplay involves building an empire,<ref name="galcivGOTY" /> which takes place in a setting such as [[Earth]],<ref><!-- -->{{cite web |first=Brad |last=Cook |title=Find New Ways to Conquer the World in Civilization IV |publisher=Apple |url=https://www.apple.com/games/articles/2006/07/civ4/ |date=July 2006 |access-date=2008-06-27 |archive-url= https://web.archive.org/web/20080725155231/http://www.apple.com/games/articles/2006/07/civ4/ |archive-date=25 July 2008 |url-status=live }}<!-- --></ref> a [[fantasy world]], or in [[galactic empire|space]].<ref name="MOO2Retro"><!-- -->{{cite web |first=Tom |last=Chick |title=PC Retroview: Master of Orion II |website=IGN |url=http://pc.ign.com/articles/085/085828p1.html |date=2000-10-02 |access-date=2008-07-26 |archive-date=2009-02-20 |archive-url=https://web.archive.org/web/20090220112816/http://pc.ign.com/articles/085/085828p1.html |url-status=dead }}<!-- --></ref> Each player takes control of a different civilization or race with unique characteristics and strengths. Most 4X games give each faction unique economic and military bonuses. ===Research and technology=== {{Annotated image| float=right|width=187| height=127|image-width=900|image=Freeciv-2.1.8 technology tree.png|caption=One part of ''[[Freeciv]]''{{'s}} technology tree. Note the complex dependencies between technologies.|annotations= }} 4X games typically feature a [[technology tree]], which represents a series of advancements that players can unlock to gain new units, buildings, and other capabilities. Technology trees in 4X games are typically larger than in other strategy games, featuring a larger selection of different choices.<ref name="SOSEdistinct" /><ref name="JoystiqSoaSEDesignerInterview"><!-- -->{{cite web |url=http://www.joystiq.com/2008/02/01/joystiq-interview-ironclad-talks-4x-strategy-with-sins-of-a-sol/ |title=Joystiq interview: Ironclad talks 4X strategy with Sins of a Solar Empire |first=Jason |last=Dobson |date=2008-02-01 |publisher=Joystiq |access-date=2008-06-23 |archive-url=https://web.archive.org/web/20080706054054/http://www.joystiq.com/2008/02/01/joystiq-interview-ironclad-talks-4x-strategy-with-sins-of-a-sol/ |archive-date=6 July 2008 |url-status=live }}<!-- --></ref> Empires must generate research resources and invest them in new technology.<ref name="Rollings"><!-- -->{{cite book |first1=Andrew |last1=Rollings |first2=Ernest |last2=Adams |title=Andrew Rollings and Ernest Adams on Game Design |publisher=New Riders Publishing |year=2003 |pages=321β345 |url=http://my.safaribooksonline.com/1592730019/ch10 |isbn=1-59273-001-9 |access-date=2011-02-03 |archive-date=2010-09-17 |archive-url=https://web.archive.org/web/20100917153838/http://my.safaribooksonline.com/1592730019/ch10 |url-status=live }}<!-- --></ref> In 4X games, the main prerequisite for researching an advanced technology is knowledge of earlier technology.<ref name="MobyGames4xDef"><!-- -->{{cite web |url=http://www.mobygames.com/game-group/4x-games |title=Moby Games' 4x games Group Description |publisher=[[MobyGames]] |access-date=2008-06-23 |archive-url=https://web.archive.org/web/20080618074603/http://www.mobygames.com/game-group/4x-games |archive-date=18 June 2008 |url-status=dead }}<!-- --></ref> This is in contrast to non-4X real-time strategy games, where technological progress is achieved by building structures that grant access to more advanced structures and units.<ref name="dunehistory" /> Research is important in 4X games because technological progress is an engine for conquest.<ref name="earlygameconventions" /> Battles are often won by superior military technology or greater numbers, with battle tactics playing a smaller part.<ref name="Rausch2003a" /><ref name="Butts2006" /> In contrast, military upgrades in non-4X games are sometimes small enough that technologically basic units remain important throughout the game.<ref name="Non4XBasicUnitsRemainImportant"><!-- -->{{cite web |url=http://uk.gamespot.com/pc/strategy/starcraft/review.html |date=1998-04-15 |website=GameSpot |first=Ron |last=Dulin |title=StarCraft for PC Review |access-date=2014-05-05 |archive-url=https://archive.today/20121206040615/http%3A%2F%2Fuk.gamespot.com%2Fstarcraft%2Freviews%2Fstarcraft-review-2533189%2F |archive-date=2012-12-06 |url-status=dead }}<!-- --></ref> ===Combat=== Combat is an important part of 4X gameplay, because 4X games allow a player to win by exterminating all rival players, or by conquering a threshold amount of the game's universe.<ref name="gamespotSEV" /> Some 4X games, such as ''[[Galactic Civilizations]]'', resolve battles automatically, whenever two units from warring sides meet.<ref name="victory comparison" /> This is in contrast to other 4X games, such as ''[[Master of Orion]]'', that allow players to manage battles on a tactical battle screen.<ref name="victory comparison" /><ref name="colonyscreen" /> Even in 4X games with more detailed control over battles, victory is usually determined by superior numbers and technology, with battle tactics playing a smaller part.<ref name="Rausch2003a"><!-- -->{{cite web |url=http://archive.gamespy.com/reviews/march03/galacticcivpc/index.shtml |publisher=GameSpy |title=GameSpy Review β Galactic Civilizations |first=Allen "Delsyn" |last=Rausch |date=2003-03-28 |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20120907202853/http://archive.gamespy.com/reviews/march03/galacticcivpc/index.shtml |archive-date=2012-09-07 }}<!-- --></ref><ref name="Butts2006"><!-- -->{{cite web |url=http://pc.ign.com/articles/749/749070p2.html |website=IGN |title=IGN β Space Empires V Review |first=Steve |last=Butts |date=2006-12-04 |access-date=2008-07-26 |archive-date=2008-10-14 |archive-url=https://web.archive.org/web/20081014230415/http://pc.ign.com/articles/749/749070p2.html |url-status=dead }}<!-- --></ref> 4X games differ from other combat-focused strategy games by putting more emphasis on research and economics.<ref name="Emrich1993" /><ref name="SOSA1upinterview" /> Researching new technology will grant access to new combat units. Some 4X games even allow players to research different unit components. This is more typical of space 4X games, where players may assemble a ship from a variety of engines, shields, and weaponry.<ref name="victory comparison" /> ===Peaceful competition=== 4X games allow rival players to engage in diplomacy.<ref name="DeafGamers2000" /><ref name="TacticularCancer2006" /><ref name="BlogWiredSoaSReview" /><ref name="VanDyk2008" /> While some strategy games may offer shared victory and [[Cooperative video game|team play]], diplomatic relations tend to be restricted to a binary choice between an ally or enemy. 4X games often allow more complex diplomatic relations between competitors who are not on the same team.<ref name="SOSEdistinct" /><ref name="MobyGames4xDef" /><ref name="GameDaily2008"><!-- -->{{cite web |url=http://www.gamedaily.com/games/sins-of-a-solar-empire/pc/game-reviews/item/5553/1948/ |title=Sins of a Solar Empire Review (PC) |author=GameDaily Staff |date=2008-02-05 |access-date=2008-07-31 |archive-url=https://web.archive.org/web/20080624005426/http://www.gamedaily.com/games/sins-of-a-solar-empire/pc/game-reviews/item/5553/1948/ |archive-date=24 June 2008 |url-status=live }}<!-- --></ref> Aside from making allies and enemies, players are also able to trade resources and information with rivals.<ref name="DeafGamersSUDG" /> In addition to victory through conquest, 4X games offer peaceful victory conditions or goals that involve no extermination of rival players (although war may still be a necessary by-product of reaching said goal).<ref name="SOSA1upinterview" /> For example, a 4X game may offer victory to a player who achieves a certain score or the [[score (game)#High score|highest score]] after a certain number of turns.<ref name="SpaceEmpireIV"><!-- -->{{cite web |url=http://pc.gamezone.com/gzreviews/p14156.htm |archive-url=https://web.archive.org/web/20050216055548/http://pc.gamezone.com/gzreviews/p14156.htm |archive-date=2005-02-16 |publisher=Game Zone |title=Space Empires IV Preview |date=2000-08-31 |first=Michael |last=Lafferty |access-date=2008-07-26 }}<!-- --></ref> Many 4X games award victory to the first player to master an advanced technology, accumulate a large amount of culture, or complete an awe-inspiring achievement.<ref name="victory comparison"><!-- -->{{cite web |url=http://pc.ign.com/articles/392/392858p1.html |website=IGN |first=Barry |last=Brenesal |title=Galactic Civilizations Review |date=2003-04-08 |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080706234421/http://pc.ign.com/articles/392/392858p1.html |archive-date=6 July 2008 |url-status=dead }}<!-- --></ref> Several 4X games award "diplomatic victory" to anyone who can win an election decided by their rival players,<ref><!-- -->{{cite web |url=http://reviews.cnet.com/pc-games/master-of-orion-iii/4505-9696_7-30989341.html |publisher=CNet |title=Review β Master of Orion III (PC) |first=Sam |last=Parker |date=2003-03-24 |access-date=2008-07-26 |archive-date=2008-12-11 |archive-url=https://web.archive.org/web/20081211165826/http://reviews.cnet.com/pc-games/master-of-orion-iii/4505-9696_7-30989341.html |url-status=live }}<!-- --></ref><ref><!-- -->{{cite web |url=http://pc.ign.com/articles/798/798385p1.html |website=IGN |title=IGN Preview β Civilization IV: Beyond the Sword Hands On |first=Steve |last=Butts |date=2007-06-21 |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080725102837/http://pc.ign.com/articles/798/798385p1.html |archive-date=25 July 2008 |url-status=dead }}<!-- --></ref> or maintain peace for a specified number of turns.<ref name="SpaceEmpireIV" /> Galactic Civilizations has a diplomatic victory which involves having alliances with at least four factions, with no factions outside of one's alliance; there are two ways to accomplish this: ally with all factions, or ally with at least the minimum number of factions and destroy the rest. ===Complexity=== 4X games are known for their complex gameplay<ref name="BlogWiredSoaSReview" /><ref name="VanDyk2008" /> and strategic depth.<ref name="galcivGOTY" /><ref name="4XandRTS" /><ref name="PALGNSoaSReview" /> Gameplay usually takes priority over elaborate [[Computer graphics|graphics]].<ref name="JoystiqSoaSEDesignerInterview" /><ref name="MOO3DevChat"><!-- -->{{cite web |url=http://archive.gamespy.com/interviews/february02/moo3/ |archive-url=https://web.archive.org/web/20080421020523/http://archive.gamespy.com/interviews/february02/moo3/ |archive-date=2008-04-21 |first=Dan |last=Quick |publisher=GameSpy |title=Master of Orion III Developer Chat |date=February 2002 |access-date=2008-06-23 }}<!-- --></ref> Whereas other strategy games focus on combat, 4X games also offer more detailed control over diplomacy, economics, and research;<ref name="Emrich1993" /><ref name="SOSA1upinterview" /> creating opportunities for diverse strategies.<ref name="SOSEFAQ"><!-- -->{{cite web |title=Sins of a Solar Empire FAQ |publisher=Ironclad Games |url=http://www.sinsofasolarempire.com/faqs.aspx |access-date=2008-06-23 |archive-url=https://web.archive.org/web/20080515050702/http://www.sinsofasolarempire.com/faqs.aspx |archive-date=15 May 2008 |url-status=dead }}<!-- --></ref> This also challenges the player to manage several strategies simultaneously, and plan for long-term objectives.<ref name="IGNSE4Review"><!-- -->{{cite web |first=Jason |last=Bates |title=IGN: Space Empires IV Review |url=http://pc.ign.com/articles/165/165204p1.html |website=IGN |access-date=2008-04-01 |archive-date=2007-11-01 |archive-url=https://web.archive.org/web/20071101083113/http://pc.ign.com/articles/165/165204p1.html |url-status=dead }}<!-- --></ref> To experience a detailed model of a large empire, 4X games are designed with a complex set of game rules.<ref name="BlogWiredSoaSReview" /> For example, the player's productivity may be limited by pollution.<ref name="Civ2manual" /><ref name="MOOmanual"><!-- -->{{cite book |url=http://www.jonsullivan.com/misc/moo.pdf |title=Master of Orion β Game manual |first=Steve |last=Barcia |year=1993 |publisher=[[MicroProse]] |page=62 |access-date=2008-05-21 |url-status=dead |archive-url=https://web.archive.org/web/20160327131135/http://jonsullivan.com/misc/moo.pdf |archive-date=2016-03-27 }}<!-- --></ref> Players may need to balance a budget, such as managing debt,<ref><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/galacticcivilizations2/news.html?sid=6143839 |archive-url=https://web.archive.org/web/20061222071433/http://www.gamespot.com/pc/strategy/galacticcivilizations2/news.html?sid=6143839 |archive-date=2006-12-22 |website=GameSpot |first=Jason |last=Ocampo |title=Gamespot Review β Galactic Civilizations II: Dread Lords Hands-On β The Spiritual Heir to Master of Orion II? |date=2006-02-07 |access-date = 2008-07-26 }}<!-- --></ref> or paying down maintenance costs.<ref name="penalties"><!-- -->{{cite web |url=http://pc.ign.com/articles/719/719278p1.html |title=IGN Preview β Civilization IV: Warlords |website=IGN |first=Steve |last=Butts |date=2006-07-17 |access-date=2008-07-26 |archive-date=2008-01-05 |archive-url=https://web.archive.org/web/20080105135703/http://pc.ign.com/articles/719/719278p1.html |url-status=dead }}<!-- --></ref> 4X games often model political challenges such as [[civil disorder]],<ref name="gamespotSEV"><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/spaceempiresv/review.html |title=GameSpot Review β Space Empires V |first=Jeff |last=Lackey |website=GameSpot |date=2006-11-03 |access-date=2014-05-05 |archive-url=https://archive.today/20130102170419/http%3A%2F%2Fwww.gamespot.com%2Fspace-empires-v%2Freviews%2Fspace-empires-v-review-6161035%2F |archive-date=2013-01-02 |url-status=live }}<!-- --></ref><ref name="Civ2manual"><!-- -->{{cite book |title=Sid Meier's Civilization II Instruction Manual |first=Jonatha |last=Caspian-Kaufman |year=1996 |publisher=[[MicroProse]] |pages=67β71, 80β83 }}<!-- --></ref> or a senate that can oust the player's political party or force them to make peace.<ref name="Civ2manual" /><ref name="InternalPoliticalConstraints"><!-- -->{{cite web |url=http://pc.ign.com/articles/384/384930p1.html |title=IGN Preview β Galactic Civilizations |website=IGN |first=Steve |last=Butts |date=2003-02-04 |access-date=2008-07-26 |archive-date=2006-12-14 |archive-url=https://web.archive.org/web/20061214231814/http://pc.ign.com/articles/384/384930p1.html |url-status=dead }}<!-- --></ref> [[File:FreeCol colony screen.jpg| thumb | right | ''[[FreeCol]]'' is typical of 4X games where there is a separate interface for managing each settlement.]] Such complexity requires players to manage a larger amount of information than other strategy games.<ref name="PALGNSoaSReview"><!-- -->{{cite web |url=http://palgn.com.au/pc-gaming/10283/sins-of-a-solar-empire-review/ |archive-url=https://web.archive.org/web/20090703194341/http://palgn.com.au/pc-gaming/10283/sins-of-a-solar-empire-review/ |archive-date=2009-07-03 |website=PALGN |title=Sins of a Solar Empire Review |first=Neil |last=Booth |date=2008-02-19 |access-date=2008-06-23 }}<!-- --></ref> Game designers often organize empire management into different [[Graphical user interface|interface]] screens and modes,<ref name="SOSA1upinterview" /> such as a separate screen for diplomacy,<ref name="Rausch2003b"><!-- -->{{cite web |url=http://archive.gamespy.com/reviews/march03/galacticcivpc/index2.shtml |title=GameSpy Review β Galactic Civilizations |date=2003-03-28 |first=Allen "Delsyn" |last=Rausch |publisher=GameSpy |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20120905025757/http://archive.gamespy.com/reviews/march03/galacticcivpc/index2.shtml |archive-date=2012-09-05 }}<!-- --></ref><ref><!-- -->{{cite web |title=Review β Lost Empire |publisher=Tacticular Cancer |url=http://www.tacticularcancer.com/content.php?id=39 |author=YourConscience |date=2007-10-07 |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080504180255/http://www.tacticularcancer.com/content.php?id=39 |archive-date=2008-05-04 |url-status=dead }}<!-- --></ref> managing individual settlements, and managing battle tactics.<ref name="victory comparison" /><ref name="colonyscreen"><!-- -->{{cite web |first=Bruce |last=Geryk |title=History of Space Empire Games β Master of Orion II: Battle at Antares |website=GameSpot |url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p3_04.html |date=2001-08-08 |access-date=2014-05-05 |archive-url=https://archive.today/20130102223052/http%3A%2F%2Fwww.gamespot.com%2Fgamespot%2Ffeatures%2Fpc%2Fhistory_spaceempire%2Fp3_04.html |archive-date=2013-01-02 |url-status=live }}<!-- --></ref> Sometimes systems are intricate enough to resemble a [[minigame]].<ref name="IGNSE4Review" /><ref><!-- -->{{cite web|first=William |last=Abner |title=Galactic Civilizations II: Dread Lords Review |url=http://www.gameshark.com/pc/reviews/2327/Galactic-Civilizations-II-Dread-Lords-Review.htm |date=2006-03-28 |publisher=GameShark |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080719232316/http://www.gameshark.com/pc/reviews/2327/Galactic-Civilizations-II-Dread-Lords-Review.htm |archive-date=19 July 2008 |url-status=dead }}<!-- --></ref> This is in contrast to most real-time strategy 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.<ref name="dunehistory"><!-- -->{{cite web |first=Bruce |last=Geryk |title=A History of Real-Time Strategy Games β Dune II |website=GameSpot |url=http://www.gamespot.com/gamespot/features/all/real_time/index.html |date=2001-03-30 |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080516105808/http://www.gamespot.com/gamespot/features/all/real_time/index.html |archive-date=2008-05-16 }}<!-- --></ref> ===Gameplay=== Since 4X games involve managing a large, detailed empire, game sessions usually last longer than other strategy games.<ref name="SOSA1upinterview"><!-- -->{{cite web|url=http://www.1up.com/do/previewPage?cId=3157343 |archive-url=https://archive.today/20130101164708/http://www.1up.com/do/previewPage?cId=3157343 |url-status=dead |archive-date=2013-01-01 |date=2007-02-20 |author=GFW Staff |title=Previews: Sins of a Solar Empire |website=1UP.com |access-date=2008-07-26 }}<!-- --></ref> Game sessions may require several hours of play-time, which can be particularly problematic for multiplayer matches.<ref name="MOOmicro" /> For example, a small-scale game in ''[[Sins of a Solar Empire]]'' can last longer than twelve hours.<ref name="BlogWiredSoaSReview" /> However, fans of the genre often expect and embrace these long game sessions;<ref><!-- -->{{cite web |url=http://pc.ign.com/articles/682/682382p1.html |title=Feature: Galactic {{sic|Civ|lizations|nolink=1}} II Alien Races, Part IV |author=Stardock |website=IGN |date=2007-01-19 |access-date=2008-08-15 |archive-url=https://web.archive.org/web/20080719180329/http://pc.ign.com/articles/682/682382p1.html |archive-date=19 July 2008 |url-status=dead }}<!-- --></ref> Emrich wrote that "when the various parts are properly designed, other X's seem to follow. Words like EXcite, EXperiment and EXcuses (to one's significant others)".{{r|Emrich1993}} Turn-based 4X games typically divide these sessions into hundreds of turns of gameplay.<ref name="IGNSE4Review" /><ref><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/masteroforion3/news.html?sid=2902095&mode=all |first=Sam |last=Parker |website=GameSpot |date=2002-12-18 |title=Master of Orion III Hands-On Preview |access-date=2008-08-19 |archive-date=2008-12-12 |archive-url=https://web.archive.org/web/20081212232909/http://www.gamespot.com/pc/strategy/masteroforion3/news.html?sid=2902095&mode=all |url-status=live }}<!-- --></ref> Because of repetitive actions and long-playing times, 4X games have been criticized for excessive [[micromanagement (gameplay)|micromanagement]]. In early stages of a game this is usually not a problem, but later in a game directing an empire's numerous settlements can demand several minutes to play a single turn. This increases playing-times, which are a particular burden in multiplayer games.<ref name="MOOmicro"><!-- -->{{cite web |url=http://www.gamerevolution.com/preview/pc/master_of_orion_3 |publisher=Game Revolution |title=Master of Orion 3 preview for PC β Game Revolution |date=2001-07-04 |first=Joshua |last=Villines |access-date=2008-07-26 |url-status=dead |archive-url=https://web.archive.org/web/20081010130230/http://www.gamerevolution.com/preview/pc/master_of_orion_3 |archive-date=2008-10-10 }}<!-- --></ref> 4X games began to offer [[artificial intelligence|AI]] [[governor]]s that automate the micromanagement of a colony's build orders, but players criticized these governors for making poor decisions. In response, developers have tried other approaches to reduce micromanagement,<ref name="IGNGalCivInterview"><!-- -->{{cite web |url=http://pc.ign.com/articles/096/096013p1.html |title=IGN β Galactic Civilizations Interview |first=Steve |last=Butts |date=2001-06-21 |website=IGN |access-date=2008-07-26 |archive-date=2007-09-14 |archive-url=https://web.archive.org/web/20070914162144/http://pc.ign.com/articles/096/096013p1.html |url-status=dead }}<!-- --></ref> and some approaches have been more well received than others. Commentators generally agree that ''Galactic Civilizations'' succeeds, which GamingNexus.com attributes to the game's use of programmable governors.<ref><!-- -->{{cite web |url=http://www.gamingnexus.com/Article/Galactic-Civilizations/Page0/Item260.aspx |date=2006-06-16 |title=Galactic Civilizations Review |first=Tyler |last=Sager |publisher=Gaming Nexus |access-date=2008-07-26 |archive-date=2008-12-11 |archive-url=https://web.archive.org/web/20081211073105/http://www.gamingnexus.com/Article/Galactic-Civilizations/Page0/Item260.aspx |url-status=live }}<!-- --></ref> ''Sins of a Solar Empire'' was designed to reduce the incentives for micromanagement,<ref><!-- -->{{cite magazine |url=http://www.gameinformer.com/News/Story/200802/N08.0204.1124.40421.htm?Page=2 |date=2008-02-04 |title=Game Informer: Thoughts On Sins β An Interview With Blair Fraser |first=Jeff |last=Cork |magazine=Game Informer |access-date=2008-06-23 |url-status=dead |archive-url=https://web.archive.org/web/20080422103753/http://www.gameinformer.com/News/Story/200802/N08.0204.1124.40421.htm?Page=2 |archive-date=April 22, 2008 }}<!-- --></ref> and reviewers found that the game's [[User interface|interface]] made empire management more elegant.<ref name="VanDyk2008" /><ref name="PALGNSoaSReview" /> On the other hand, ''[[Master of Orion III]]'' reduced micromanagement by limiting complete player control over their empire.<ref name="imperialfocus"><!-- -->{{cite press release |url=http://moo3.quicksilver.com/press/0511a.html |publisher=Quicksilver Software |date=2000-05-11 |access-date=2008-07-26 |title=MicroProse's MASTER OF ORION III Takes Galactic Empire Building a Step Higher |archive-date=2008-10-06 |archive-url=https://web.archive.org/web/20081006183701/http://moo3.quicksilver.com/press/0511a.html |url-status=live }}<!-- --></ref><ref name="MetacriticMOO3"><!-- -->{{cite web |url=https://www.metacritic.com/game/master-of-orion-iii/critic-reviews/?platform=pc |title=Master of Orion 3 reviews |website=Metacritic |access-date=2008-06-20 |archive-date=2011-07-19 |archive-url=https://web.archive.org/web/20110719233954/http://www.metacritic.com/game/pc/master-of-orion-iii |url-status=live }}<!-- --></ref> ===Victory conditions=== Most 4X and similar strategy games feature multiple possible ways to win the game. For example, in ''Civilization'', players may win through total domination of all opposing players by conquest of their cities, but may also win through technological achievements (being the first to launch a spacecraft to a new planet), diplomacy (being elected the world leader by other nations), or other means. Multiple victory conditions help to support the human player who may have to shift strategies as the game progresses and opponents secure key resources before the player can. However, these multiple conditions can also give the computer-controlled opponents multiple pathways to potentially outwit the player, who is generally going to be over-powered in certain areas over the computer opponents. A component of the late-game design in 4X games is forcing the player to commit to a specific victory condition by making the cost and resources required to secure it so great that other possible victory conditions may need to be passed over.<ref name="pcgames 4x endgame">{{cite web | url = https://www.pcgamesn.com/civilization-vi/strategy-game-endgame-design | title = From Civilization to Stellaris, how strategy games struggle against player power | first = Joe | last = Robinson | date = July 26, 2021 | access-date = July 26, 2021 | work = [[PCGamesN]] }}</ref>
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