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{{short description|Genre of strategy-based video and board games}} {{about|the board and video game subgenre}} {{pp-move}} [[File:Freeciv-net-screenshot-2011-06-23.png|upright=1.6|thumb|Detailed empire management, seen here in ''[[Freeciv]]'', is a central aspect of 4X [[strategy video game|strategy games]].]] {{VG Strategy}} '''4X''' (abbreviation of ''Explore, Expand, Exploit, Exterminate'') is a [[video game genre|subgenre]] of [[Strategy game|strategy-based]] [[video game|computer]] and [[board game]]s,<ref name="Habib2006" /><ref name="IroncladGames" /><ref name="MobyGames2008" /> and includes both [[turn-based strategy|turn-based]] and [[real-time strategy]] titles.<ref name="4XandRTS" /><ref name="DeafGamersSUDG"><!-- -->{{cite web |url=http://archive.gamespy.com/reviews/january02/sudg/ |archive-url=https://web.archive.org/web/20070629230929/http://archive.gamespy.com/reviews/january02/sudg/ |archive-date=2007-06-29 |title=GameSpy Reviews: Starships Unlimited: Divided Galaxies |publisher=GameSpy |first=William |last=Abner |date=January 2002 |access-date=2008-06-23 }}<!-- --></ref> The [[gameplay]] generally involves [[imperialism|building an empire]].<ref name="galcivGOTY" /> Emphasis is placed upon economic and technological development, as well as a range of military and non-military routes to supremacy. The earliest 4X games borrowed ideas from [[board game]]s and 1970s [[text-based user interface|text-based]] computer games. The first 4X computer games were [[turns, rounds and time-keeping systems in games#Turn-based|turn-based]], but [[real-time strategy|real-time]] 4X games were also common. Many 4X computer games were published in the mid-1990s, but were later outsold by other types of strategy games. [[Sid Meier]]'s ''[[Civilization (video game)|Civilization]]'' is an important example from this formative era, and popularized the level of detail that later became a staple of the genre. In the new millennium, several 4X releases have become critically and commercially successful. In the board (and card) game domain, 4X is less of a distinct genre, in part because of the practical constraints of components and playing time. The ''[[Civilization (1980 board game)|Civilization]]'' board game that gave rise to Sid Meier's ''[[Civilization (series)|Civilization]]'', for instance, includes neither exploration nor extermination. Unless extermination is targeted at non-player entities, it tends to be either nearly impossible (because of play balance mechanisms, since player elimination is usually considered an undesirable feature) or certainly unachievable (because victory conditions are triggered before extermination can be completed) in board games. ==Definition== [[File:moo2GalaxyAndSystem400.png|thumb|right|4X computer games such as ''[[Master of Orion II: Battle at Antares|Master of Orion II]]'' let empires explore the map, expanding by founding new colonies and exploiting their resources. The game can be won by becoming an elected leader of the galaxy, exterminating all opponents, or eliminating the Antarans.]] The term "4X" originates from a 1993 preview of ''[[Master of Orion]]'' in ''[[Computer Gaming World]]'' by game writer [[Alan Emrich]] where he rated the game "XXXX" as a pun on the XXX rating for pornography. The four Xs were an abbreviation for "E'''X'''plore, E'''X'''pand, E'''X'''ploit and E'''X'''terminate".<ref name="Emrich1993"><!-- -->{{cite news |first=Alan |last=Emrich |url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=110 |title=MicroProse's Strategic Space Opera is Rated XXXX |work=Computer Gaming World (Issue #110) |date=September 1993 |pages=92β93 |access-date=2014-07-30 |archive-date=2014-07-16 |archive-url=https://web.archive.org/web/20140716220247/http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=110 |url-status=live }}<!-- --></ref> Emrich wrote, "Quadruple-X - I give MOO a XXXX rating because it features the essential four X's of any good strategic conquest game: EXplore, EXpand, EXploit and EXterminate. In other words, players must rise from humble beginnings, finding their way around the map while building up the largest, most efficient empire possible. Naturally, the other players will be trying to do the same, therefore their extermination becomes a paramount concern. A classic situation, indeed, and when the various parts are properly designed, other Xβs seem to follow. Words like EXcite, EXperiment and EXcuses (to oneβs significant others) must be added to a gamerβs X-Rating list."<ref name="Emricharticle">{{ cite web| url= https://archive.org/details/Computer_Gaming_World_Issue_110/page/n91/mode/2up?view=theater | author = Alan Emrich| title = MicroProse' Strategic Space Opera is Rated XXXX! A Revealing Sneak Preview | publisher = Computer Gaming World (Issue #110) | date = September 1993}}</ref> By February 1994, another author in the magazine said that ''Command Adventures: Starship'' "only pays lip service to the four Xs",<ref name="cirulis199402">{{Cite magazine |last=Cirulis |first=Martin E. |date=February 1994 |title=Adventures in Cynicism |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=115 |magazine=Computer Gaming World |pages=110, 112 |access-date=2017-11-09 |archive-date=2017-10-03 |archive-url=https://web.archive.org/web/20171003001602/http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=115 |url-status=live }}</ref> and other game commentators adopted the "4X" label to describe similar games.<ref name="Habib2006"/> The 4X game genre has come to be defined as having the four following [[gameplay]] conventions:<ref name="Habib2006"><!-- -->{{cite web |url=http://uk.guides.ign.com/guides/818084/page_2.html |title=Civilization IV: Warlords Guide |website=IGN |first=J. "PyroFalkon" |last=Habib |date=2006-08-17 |access-date=2014-05-05 |url-status=dead |archive-url=https://web.archive.org/web/20120312080743/http://uk.guides.ign.com/guides/818084/page_2.html |archive-date=2012-03-12 }}<!-- --></ref><ref name="IroncladGames"><!-- -->{{cite web |work = Sins of a Solar Empire|title = Gameplay |publisher=Ironclad Games |url=http://www.sinsofasolarempire.com/gameplay.aspx?c=1 |quote=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. |archive-url=https://web.archive.org/web/20071217064820/http://www.sinsofasolarempire.com/gameplay.aspx?c=1 |archive-date=December 17, 2007 |url-status=live }}<!-- --></ref><ref name="MobyGames2008"><!-- -->{{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> * ''Explore'' means players send scouts across a [[Level (video games)|map]] to reveal surrounding territories. * ''Expand'' means players claim new territory by creating new settlements, or sometimes by extending the influence of existing settlements. * ''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. Since in some games all territory is eventually claimed, eliminating a rival's presence may be the only way to achieve further expansion. These gameplay elements may happen in separate phases of gameplay, or may overlap with each other over varying lengths of game time depending on [[game design]].<ref name="MOO2Retro" /> For example, the [[space Empires|''Space Empires'' series]] and ''[[Galactic Civilizations II: Dark Avatar]]'' have a long expansion phase, because players must make large investments in research to explore and expand into all areas.<ref name="Malfador1998"><!-- -->{{cite web |url=http://www.malfador.com/se3.html |publisher=Malfador |title=''Space Empires III'' Manual v1.10 |date=1998-01-21 |access-date=2008-06-24 |archive-url=https://web.archive.org/web/20080613041957/http://www.malfador.com/se3.html |archive-date=13 June 2008 |url-status=dead }}<!-- --></ref><ref name="Butts2007"><!-- -->{{cite web |url=http://pc.ign.com/articles/763/763792p1.html |first=Steve |last=Butts |title=Galactic Civilizations II: Dark Avatar Review |website=IGN |date=2007-02-12 |access-date=2008-07-26 |archive-date=2008-09-18 |archive-url=https://web.archive.org/web/20080918213058/http://pc.ign.com/articles/763/763792p1.html |url-status=dead }}<!-- --></ref><ref name="Lackey2007"><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/galacticcivilizations2darkavatar/review.html |first=Jeff |last=Lackey |website=GameSpot |title=Review β Galactic Civilizations II: Dark Avatar |date=2007-02-28 |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080905054807/http://www.gamespot.com/pc/strategy/galacticcivilizations2darkavatar/review.html |archive-date=5 September 2008 |url-status=live }}<!-- --></ref> Emrich later expanded his concept for designing ''[[Master of Orion III|Master of Orion 3]]'' with a fifth X, e'''X'''perience, an aspect that came with the subject matter of the game.<ref name="GameSpy.com 2009">{{cite web | title=Interview: Master of Orion III β A Chat with the Developers | website=GameSpy.com | date=14 January 2009 | url=http://archive.gamespy.com/interviews/february02/moo3// | archive-url=https://web.archive.org/web/20090114121107/http://archive.gamespy.com/interviews/february02/moo3// | archive-date=14 January 2009 | url-status=dead | access-date=8 February 2022}}</ref> ===Modern definition=== In modern-day usage, 4X games are different from other strategy games<ref name="SOSEdistinct" /><ref name="MobyGames4xDef" /><ref name="GameDaily2008" /> such as'' [[Command & Conquer]]''<ref name="MobyGames4xDef" /><ref><!-- -->{{cite web |url=http://www.gamespot.com/pc/strategy/sinsofasolarempire/review.html?tag=tabs;reviews |title=Sins of a Solar Empire for PC Review β GameSpot |website=GameSpot |date=2008-02-13 |first=Jason |last=Ocampo |access-date=2014-05-05 |archive-url=https://archive.today/20130110223547/http%3A%2F%2Fwww.gamespot.com%2Fsins-of-a-solar-empire%2Freviews%2Fsins-of-a-solar-empire-review-6185991%2F |archive-date=2013-01-10 |url-status=live }}<!-- --></ref> by their greater complexity and scale,<ref name="SOSA1upinterview" /> and their complex use of diplomacy.<ref name="SOSEdistinct"><!-- -->{{cite web|url=http://www.1up.com/do/previewPage?cId=3157333 |archive-url=https://archive.today/20130101165613/http://www.1up.com/do/previewPage?cId=3157333 |url-status=dead |archive-date=2013-01-01 |website=1UP.com |title=Sins of a Solar Empire Preview |first=Sean |last=Molloy |access-date=2008-06-23 }}<!-- --></ref> Reviewers have also said that 4X games feature a range of diplomatic options,<ref name="DeafGamers2000"><!-- -->{{cite web |url=http://www.deafgamers.com/sudg.htm |publisher=Deaf Gamers |title=Starships Unlimited: Divided Galaxies |year=2000 |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20120205064049/http://www.deafgamers.com/sudg.htm |archive-date=2012-02-05 }}<!-- --></ref><ref name="TacticularCancer2006"><!-- -->{{cite web |url=http://www.tacticularcancer.com/content.php?id=29 |author=YourConscience |date=2006-12-16 |publisher=Tacticular Cancer |title=GalCiv2, SotS, SEV: a 4X Comparison |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20081211111056/http://www.tacticularcancer.com/content.php?id=29 |archive-date=2008-12-11 |url-status=dead }}<!-- --></ref><ref name="BlogWiredSoaSReview" /><ref name="VanDyk2008"><!-- -->{{cite web|url=http://www.gameshark.com/pc/reviews/2919/Sins-of-a-Solar-Empire-Review.htm |first=Dave |last=VanDyk |publisher=GameShark |title=Sins of a Solar Empire Review |date=2008-02-14 |access-date=2008-06-23 |archive-url=https://web.archive.org/web/20080516220856/http://www.gameshark.com/pc/reviews/2919/Sins-of-a-Solar-Empire-Review.htm |archive-date=16 May 2008 |url-status=dead }}<!-- --></ref> and that they are well known for their large detailed empires and complex gameplay.<ref name="BlogWiredSoaSReview"><!-- -->{{cite magazine |url=https://www.wired.com/gamelife/2008/03/review-sins-of/ |title=Review: Sins of a Solar Empire Sinfully Good |date=2008-03-17 |first=Earnest |last=Cavalli |magazine=Wired |access-date=2008-06-23 |archive-date=2009-05-04 |archive-url=https://web.archive.org/web/20090504082320/http://www.wired.com/gamelife/2008/03/review-sins-of/ |url-status=live }}<!-- --></ref><ref name="galcivGOTY"><!-- -->{{cite web |year=2006 |first=Sal |last=Accardo |access-date=2008-03-31 |url=http://goty.gamespy.com/2006/pc/index6.html |publisher=GameSpy |title=GameSpy's Game of the Year 2006 6. Galactic Civilizations II: Dread Lords |archive-url=https://web.archive.org/web/20080408074701/http://goty.gamespy.com/2006/pc/index6.html |archive-date=8 April 2008 |url-status=dead }}<!-- --></ref> In particular, 4X games offer detailed control over an empire's economy, while other computer strategy games simplify this in favor of combat-focused gameplay.<ref name="SOSA1upinterview" /> ==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> ==History== ===Origin=== [[File:Sid Meier - Game Developers Conference 2010 - Day 4 (7).jpg|thumb|right|[[Sid Meier]], the creator of the [[Civilization (series)|''Civilization'' series]] of 4X games]] Early 4X games were influenced by [[board game]]s, such as [[Stellar Conquest]] published by Metagaming Concepts in 1974, and [[Text-based game|text-based computer games]] from the 1970s.<ref name="gamespyHistory"><!-- -->{{cite web|publisher=GameSpy |first=Dave "Fargo" |last=Kosak |title=Rich "Zdim" Carlson of Looking Glass Studios: The History of Computer Games β Part I |url=http://archive.gamespy.com/legacy/articles/devweek_l.shtm |access-date=2008-06-18 |archive-url=https://web.archive.org/web/20080617051636/http://archive.gamespy.com/legacy/articles/devweek_l.shtm |archive-date=17 June 2008 |url-status=dead }}<!-- --></ref> ''[[Cosmic Balance II]]'', ''[[Andromeda Conquest]]'' and ''[[Reach for the Stars (video game)|Reach for the Stars]]'' were published in 1983, and are now seen retrospectively as 4X games. Although ''Andromeda Conquest'' was only a simple game of empire expansion, ''Reach for the Stars'' introduced the relationship between economic growth, technological progress, and conquest.<ref name="earlygameconventions"><!-- -->{{cite web |first=Bruce |last=Geryk |title=History of Space Empire Games β The Early Years 1980β1992 |website=GameSpot |url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p2_01.html |date=2001-08-08 |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20130308130037/http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p2_01.html |archive-date=2013-03-08 |url-status=dead }}<!-- --></ref> ''[[Trade Wars]]'', first released in 1984, though primarily regarded as the first multiplayer space trader, included space exploration, resource management, empire building, expansion and conquest. It has been cited by the author of ''[[VGA Planets]]'' as an important influence on ''VGA Planets 4''.<ref name="VGAPlanHistory">{{cite web | url=https://wiki.classictw.com/index.php/History_of_VGA_Planets | title=History of VGA Planets | work=Official TradeWars Museum | access-date=7 March 2021 | archive-date=14 March 2022 | archive-url=https://web.archive.org/web/20220314071702/https://wiki.classictw.com/index.php/History_of_VGA_Planets | url-status=live }}</ref> In 1991, [[Sid Meier]] released ''[[Civilization (video game)|Civilization]]'' and popularized the level of detail that has become common in the genre.<ref name="civfirst"><!-- -->{{cite web|title=IGN Videogame Hall of Fame: Civilization |website=IGN |url=http://games.ign.com/halloffame/civilization.html |access-date=2008-05-21 |archive-url=https://web.archive.org/web/20080505052831/http://games.ign.com/halloffame/civilization.html |archive-date=5 May 2008 |url-status=dead }}<!-- --></ref> ''Sid Meier's Civilization''<!-- "Sid Meier's" is technically part of the title --> was influenced by [[board game]]s such as ''[[Risk (game)|Risk]]'' and the [[Avalon Hill]] board game also called ''[[Civilization (1980 board game)|Civilization]]''. A notable similarity between the ''Civilization'' computer game and board game is the importance of diplomacy and technological advancement. ''Sid Meier's Civilization'' was also influenced by [[pC game|personal computer games]], such as the [[city-building game|city management game]] ''[[SimCity (1989 video game)|SimCity]]'' and the [[computer wargame|wargame]] ''[[Empire (1977 video game)|Empire]]''.<ref name="civhistory"><!-- -->{{cite web |first=Benj |last=Edwards |title=The History of Civilization |website=Gamasutra |url=https://www.gamedeveloper.com/design/the-history-of-civilization |access-date=2008-05-21 |archive-url=https://web.archive.org/web/20080531030014/http://www.gamasutra.com/view/feature/1523/the_history_of_civilization.php?page=2 |archive-date=31 May 2008 |url-status=live }}<!-- --></ref> ''Civilization'' became widely successful and influenced many 4X games to come;<ref name="civfirst" /> ''Computer Gaming World'' compared its importance to computer gaming to that of [[wheel|the wheel]].<ref name="cgw199112">{{Cite magazine |last=Emrich |first=Alan |date=December 1991 |title=Making the Best of All Possible Worlds |url=http://www.cgwmuseum.org/galleries/index.php?year=1991&pub=2&id=89 |magazine=Computer Gaming World |pages=86β90 |access-date=2018-03-17 |archive-date=2013-12-03 |archive-url=https://web.archive.org/web/20131203003624/http://www.cgwmuseum.org/galleries/index.php?year=1991&pub=2&id=89 |url-status=live }}</ref> ''[[Armada 2525]]'' was also released in 1991 and was cited by the ''[[Chicago Tribune]]'' as the best space game of the year.<ref>{{cite news|url=https://www.chicagotribune.com/news/ct-xpm-1992-01-31-9201100039-story.html|title=The best and worst of 1991|last=Lynch|first=Dennis|work=[[Chicago Tribune]]|date=January 31, 1992|access-date=February 11, 2020|archive-date=November 21, 2020|archive-url=https://web.archive.org/web/20201121114855/https://www.chicagotribune.com/|url-status=live}}</ref> A sequel, ''[[Armada 2526]]'', was released in 2009.<ref>{{cite web|url=https://www.ign.com/articles/2009/11/19/armada-2526-hands-on|title=Armada 2526 Hands On|last=Butts|first=Steve|work=[[IGN]]|date=May 9, 2012|access-date=February 11, 2020|archive-date=September 15, 2020|archive-url=https://web.archive.org/web/20200915095219/https://www.ign.com/articles/2009/11/19/armada-2526-hands-on|url-status=live}}</ref> In 1991, two highly influential space games were released. ''[[VGA Planets]]'' was released for the PC, while ''[[Spaceward Ho!]]'' was released on the [[Macintosh]]. Although 4X space games were ultimately more influenced by the complexity of ''VGA Planets'', ''Spaceward Ho!'' earned praise for its relatively simple yet challenging game design.<ref name="1991spaceempires"><!-- -->{{cite web |first=Bruce |last=Geryk |url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p2_03.html |title=GameSpot β A History of Space Empire Games: VGA Planets and Spaceward Ho! |website=GameSpot |date=2001-08-08 |access-date=2014-05-05 |archive-url=https://archive.today/20130102193213/http%3A%2F%2Fwww.gamespot.com%2Fgamespot%2Ffeatures%2Fpc%2Fhistory_spaceempire%2Fp2_03.html |archive-date=2013-01-02 |url-status=dead }}<!-- --></ref> ''Spaceward Ho!'' is notable for its similarity to the 1993 game ''[[Master of Orion]]'',<ref name="Emrich1993" /><ref name="MOOgreatest"><!-- -->{{cite web |url=http://www.gamespot.com/features/6132108/index.html |archive-url=https://web.archive.org/web/20051113215729/http://www.gamespot.com/features/6132108/index.html |archive-date=2005-11-13 |title=The Greatest Games of All Time: Master of Orion |website=GameSpot |first=Jason |last=Ocampo |date=2005-08-26 |access-date=2008-07-29 }}<!-- --></ref> with its simple yet deep gameplay.<ref name="colonyscreen" /> ''Master of Orion'' drew upon earlier 4X games such as ''Reach for the Stars'',<ref name="Emrich1993" /><ref><!-- -->{{cite web |url=http://archive.gamespy.com/articles/february02/strat04/ |archive-url=https://web.archive.org/web/20080108172202/http://archive.gamespy.com/articles/february02/strat04/ |archive-date=2008-01-08 |title=Strategy Gaming: Part IV β In the Beginning |publisher=GameSpy |first=Mark H. |last=Walker |date=February 2002 |access-date=2008-07-25 }}<!-- --></ref> and is considered a classic game that sets a new standard for the genre.<ref name="colonyscreen" /><ref name="MOOmicro" /> In a preview of ''Master of Orion'', Emrich coined the term "XXXX" to describe the emerging genre.<ref name="Emrich1993" /> Eventually, the "4X" label was adopted by the game industry, and is now applied to several earlier game releases.<ref name="space4xintro"><!-- -->{{cite web |first=Bruce |last=Geryk |title=History of Space Empire Games β Introduction |website=GameSpot |url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/index.html |date=2001-08-08 |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20070929091958/http://www.gamespot.com/gamespot/features/pc/history_spaceempire/index.html |archive-date=2007-09-29 |url-status=dead }}<!-- --></ref> ===Peak=== Following the success of ''Civilization'' and ''Master of Orion'', other developers began releasing their own 4X games. In 1994, [[Stardock]] launched its first version of the ''Galactic Civilizations'' series for [[OS/2]],<ref><!-- -->{{cite web |url=http://www.stardock.com/products/gcgold/ |title=Galactic Civilizations Gold |publisher=StarDock |access-date=2008-06-22 |archive-url=https://web.archive.org/web/20080616024910/http://www.stardock.com/products/gcgold/ |archive-date=16 June 2008 |url-status=live }}<!-- --></ref> and the long-standing ''[[Space Empires]]'' series began as [[shareware]]. ''[[Ascendancy (video game)|Ascendancy]]'' and ''[[Stars!]]'' were released in 1995, and both continued the genre's emphasis on strategic depth and empire management.<ref name="space4xintro" /> Meanwhile, the ''Civilization''<ref><!-- -->{{cite web |url=http://www.mobygames.com/game/sid-meiers-civilization |publisher=MobyGames |title=MobyGames β Sid Meier's Civilization |access-date=2008-06-24 |archive-url=https://web.archive.org/web/20080616095903/http://www.mobygames.com/game/sid-meiers-civilization |archive-date=16 June 2008 |url-status=live }}<!-- --></ref> and ''Master of Orion''<ref><!-- -->{{cite web |url = http://uk.gamespot.com/mac/strategy/masteroforion2/index.html |website = GameSpot |year = 1996 |title = Master of Orion II for Mac |access-date = 2014-05-05 |archive-url = https://archive.today/20120722122950/http%3A%2F%2Fuk.gamespot.com%2Fmaster-of-orion-ii%2Fplatform%2Fmac%2F |archive-date = 2012-07-22 |url-status = dead }}<!-- --></ref> franchises expanded their market with versions for the Macintosh. Sid Meier's team also produced ''[[Sid Meier's Colonization|Colonization]]'' in 1994 and ''[[Civilization II]]'' in 1996,<ref><!-- -->{{cite web |url=http://www.mobygames.com/developer/sheet/view/by_genre/developerId,3/ |publisher=MobyGames |title=MobyGames β Sid Meier Video Game Credits |date=2008-06-24 |access-date=2008-06-20 |archive-date=2008-02-29 |archive-url=https://web.archive.org/web/20080229204454/http://www.mobygames.com/developer/sheet/view/by_genre/developerId,3/ |url-status=live }}<!-- --></ref> while [[Simtex]] released ''Master of Orion'' in 1993, ''[[Master of Magic]]'' in 1994 and ''[[Master of Orion II: Battle at Antares|Master of Orion II]]'' in 1996.<ref><!-- -->{{cite web |url=http://www.mobygames.com/browse/games/simtex-inc/list-games/ |title=MobyGames β List of all games of Simtex |publisher=MobyGames |access-date=2009-02-20 |archive-date=2010-05-05 |archive-url=https://web.archive.org/web/20100505144951/http://www.mobygames.com/browse/games/simtex-inc/list-games |url-status=live }}<!-- --></ref> By the late 1990s, real-time strategy games began outselling turn-based games.<ref name="gamespyRTSvsTBS"><!-- -->{{cite web |first=Mark H. |last=Walker |url=http://archive.gamespy.com/articles/february02/strategygames05/index2.shtm |publisher=GameSpy |title=Strategy Gaming: Part V β Real-Time vs. Turn-Based |date=February 2002 |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20120901205627/http://archive.gamespy.com/articles/february02/strategygames05/index2.shtm |archive-date=2012-09-01 }}<!-- --></ref> As they surged in popularity, major 4X developers fell into difficulties. Sid Meier's [[Firaxis Games]] released ''[[Sid Meier's Alpha Centauri]]'' in 1999 to critical acclaim, but the game fell short of commercial expectations.<ref><!-- -->{{cite web |url=http://www.escapistmagazine.com/articles/view/issues/issue_13/86-Alpha-Centauri.2 |title=Featured Article: Alpha Centauri |publisher=The Escapist |date=2005-10-04 |first=Greg |last=Tito |access-date=2008-07-28 |archive-date=2007-10-22 |archive-url=https://web.archive.org/web/20071022085558/http://www.escapistmagazine.com/articles/view/issues/issue_13/86-Alpha-Centauri.2 |url-status=live }}<!-- --></ref> ''[[Civilization III]]'' encountered development problems followed by a rushed release in 2001.<ref><!-- -->{{cite web |first=Kieron |last=Gillen |url=http://www.rockpapershotgun.com/2008/02/20/making-of-soren-johnson-on-civ-4/ |website=[[Rock Paper Shotgun]] |date=2008-02-08 |title=Making Of: Soren Johnson On Civ 4 |access-date=2008-07-26 |archive-date=2008-09-22 |archive-url=https://web.archive.org/web/20080922003235/http://www.rockpapershotgun.com/2008/02/20/making-of-soren-johnson-on-civ-4/ |url-status=live }}<!-- --></ref> Despite the excitement over ''[[Master of Orion III]]'', its release in 2003 was met with criticism for its lack of player control, poor interface, and weak [[Artificial intelligence in video games|AI]].<ref name="MetacriticMOO3" /> [[Video game publisher|Game publishers]] eventually became risk-averse to financing the development of 4X games.<ref name="galcivGOTY" /> ===Recent history=== Firaxis has continued to develop the ''Civilization'' series, with ''[[Civilization IV]]'' (2005), ''[[Civilization V]]'' (2010),<ref>{{cite web |url=http://www.2kgames.com/#/news/2k-games-conquers-pcs-with-the-release-of-sid-meier-s-civilization-reg-v-on-september-21-2010-in-north-america |title=2K Games Conquers PCs with the Release of Sid Meier's Civilization V on September 21, 2010 in North America |publisher=2K Games |date=2010-06-11 |access-date=2010-07-23 |archive-url=https://web.archive.org/web/20100701170800/http://www.2kgames.com/ |archive-date=1 July 2010 |url-status=live }}</ref> ''[[Civilization VI]]'' (2016), and ''[[Civilization VII]]'' (2025),<ref>{{Cite web |last=Webster |first=Andrew |date=June 7, 2024 |title=Civilization 7 is launching in 2025 |url=https://www.theverge.com/24173575/civilization-7-summer-game-fest-2k-firaxis-trailer |access-date=June 7, 2024 |work=[[The Verge]] |archive-date=August 22, 2024 |archive-url=https://web.archive.org/web/20240822094931/https://www.theverge.com/24173575/civilization-7-summer-game-fest-2k-firaxis-trailer |url-status=live }}</ref> along with expansion packs for each. Among major changes to the series have been new victory conditions, switching from a square to a hex-based grid, de-stacking military units to encourage more strategic battles, and more customizable options for governance and culture. Firaxis also developed ''[[Civilization Revolution]]'' (2008) and [[Civilization Revolution 2|its sequel]] (2014) as lightweight, console-friendly versions of 4X games,<ref>{{cite web |url=http://www.eurogamer.net/articles/firaxis-explains-lack-of-civ-psp |date=2007-07-16 |title=Firaxis explains lack of Civ PSP |access-date=2008-07-26 |first=Tom |last=Bramwell |website=EuroGamer |archive-date=2009-02-13 |archive-url=https://web.archive.org/web/20090213182745/http://www.eurogamer.net/articles/firaxis-explains-lack-of-civ-psp |url-status=live }}</ref> but brought the full ''Civilization'' experience to consoles with ''Civilization VI''. Firaxis also developed a [[spiritual sequel]] to ''[[Sid Meier's Alpha Centauri]]'' with ''[[Civilization: Beyond Earth]]'' (2014). As of 2021, the ''Civilization'' series has sold more than 57 million units.<ref name="Take-Two May 2021">{{cite web |url=https://www.gamespot.com/articles/gta-5-has-now-sold-145m-copies-nfl-game-delayed-new-gearbox-game-coming/1100-6491664/ |title=GTA 5 Has Now Sold 145M Copies; NFL Game Delayed, New Gearbox Game Coming |last=Makuch |first=Eddie |work=[[GameSpot]] |publisher=[[CBS Interactive]] |date=May 18, 2021 |access-date=May 18, 2021 |archive-url=https://web.archive.org/web/20210518205846/https://www.gamespot.com/articles/gta-5-has-now-sold-145m-copies-nfl-game-delayed-new-gearbox-game-coming/1100-6491664/ |archive-date=May 18, 2021 |url-status=live }}</ref> The ''Total War'' series remains in development, with the latest title, ''[[Total War: Pharaoh]]'' released in 2023. [[Stardock]] entered the market through a remake of the 1993 [[OS/2]] game, ''Galactic Civilizations'' (2003), a space-themed 4X game. The game was successful and was compared favorably to ''Master of Orion'', and led Stardock to continue the series with ''[[Galactic Civilizations II: Dread Lords]]'' (2007), ''[[Galactic Civilizations III]]'' (2015), and ''[[Galactic Civilizations IV]]'' (2022).<ref>{{cite web |url=http://www.eurogamer.net/articles/r_galciv2_pc |title=Review: Galactic Civilizations II: Dread Lords |first=Kieron |last=Gillen |date=2006-03-06 |website=EuroGamer |access-date=2008-07-28 |archive-date=2009-02-13 |archive-url=https://web.archive.org/web/20090213181352/http://www.eurogamer.net/articles/r_galciv2_pc |url-status=live }}</ref><ref>{{cite web|url=http://www.1up.com/do/reviewPage?cId=3102896&p=1 |archive-url=https://archive.today/20120716203209/http://www.1up.com/do/reviewPage?cId=3102896&p=1 |url-status=dead |archive-date=2012-07-16 |title=Reviews: Galactic Civilizations |author=1up Staff |publisher=1up |date=2003-03-26 |access-date=2008-07-28 }}</ref> [[Paradox Interactive]] is a company that was spun out from developing video game adaptions of board games from [[Target Games]]. Through 2000 and 2003, the company began producing their own grand strategy video games, which included the ''[[Europa Universalis]]'' series dealing with conflicts in [[early modern Europe]], the ''[[Crusader Kings (video game)|Crusader Kings]]'' series set in the [[Middle Ages]], the ''[[Victoria: An Empire Under the Sun|Victoria]]'' series set in the [[Victorian period]], and the ''[[Hearts of Iron]]'' series involving [[World War II]]. These series, as of 2023, remain under active development at Paradox, along with ''[[Stellaris (video game)|Stellaris]]'' (2016), a grand strategy title based on space conflict.<ref name="pcgames 4x endgame"/> Paradox also acquired the ''[[Age of Wonders]]'' series, which is a 4X series based on a [[high fantasy]] world that includes elements of magic.<ref>{{cite web | url=https://venturebeat.com/2017/06/30/paradox-interactive-acquires-age-of-wonders-dev-triumph-studios/ | title=Paradox Interactive acquires Age of Wonders dev Triumph Studios | date=30 June 2017 | access-date=17 May 2023 | archive-date=30 June 2017 | archive-url=https://web.archive.org/web/20170630114400/https://venturebeat.com/2017/06/30/paradox-interactive-acquires-age-of-wonders-dev-triumph-studios/ | url-status=live }}</ref> [[Amplitude Studios]] entered the 4X venue with ''[[Endless Space]]'' (2012) and [[Endless Space 2|its sequel]] (2017),<ref>{{Cite web|author=<!--Not stated-->|title=Endless Space 2 review: Mood meets 4X strategy|url=https://www.pcworld.com/article/406919/endless-space-2-review-mood-meets-4x-strategy.html|access-date=2021-10-27|website=PCWorld|archive-date=2021-10-27|archive-url=https://web.archive.org/web/20211027212600/https://www.pcworld.com/article/406919/endless-space-2-review-mood-meets-4x-strategy.html|url-status=live}}</ref> ''[[Endless Legend]]'' (2014),<ref>{{cite web | url=https://www.polygon.com/2014/7/22/5924649/endless-legend-steam-preview | title=Endless Legend seeks the perfect imbalance to keep players exploring and exterminating | website=[[Polygon (website)|Polygon]] | date=22 July 2014 | access-date=17 May 2023 | archive-date=17 May 2023 | archive-url=https://web.archive.org/web/20230517035821/https://www.polygon.com/2014/7/22/5924649/endless-legend-steam-preview | url-status=live }}</ref> and ''[[Humankind (video game)|Humankind]]'' (2021).<ref>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=14842 |date=2007-07-26 |title=Stardock's Wardell Talks ''GalCiv'', Indie Power |website=Gamasutra |first=Alistair |last=Wallis |access-date=2008-07-26 |archive-date=2008-10-25 |archive-url=https://web.archive.org/web/20081025095113/http://www.gamasutra.com/php-bin/news_index.php?story=14842 |url-status=dead }}</ref><ref>{{cite web | url = https://www.rockpapershotgun.com/2019/08/19/humankind-release-date-trailer-gameplay-everything-we-know-about-amplitudes-new-4x-magnum-opus/ | title = Humankind release date, trailer, gameplay, everything we know about Amplitude's new 4X "Magnum Opus" | first = Ollie | last = Toms | date = August 19, 2019 | accessdate = August 19, 2019 | work = [[Rock Paper Shotgun]] | archive-date = August 19, 2019 | archive-url = https://web.archive.org/web/20190819204222/https://www.rockpapershotgun.com/2019/08/19/humankind-release-date-trailer-gameplay-everything-we-know-about-amplitudes-new-4x-magnum-opus/ | url-status = live }}</ref> The 4X genre has also been extended by gamers who have supported [[free software]] releases such as ''[[Freeciv]]'',<ref>{{cite web |url=http://www.mobygames.com/game/windows/freeciv |title=Mobygames: Freeciv |publisher=MobyGames |access-date=2008-07-28 |archive-date=2008-10-08 |archive-url=https://web.archive.org/web/20081008091438/http://www.mobygames.com/game/windows/freeciv |url-status=live }}<!-- --></ref> ''[[FreeCol]]'',<ref><!-- -->{{cite web |url=http://sourceforge.net/potm/potm-2007-02.php |date=2007-02-28 |title=FreeCol SourceForge project of the month |publisher=SourceForge |access-date=2009-01-15 |archive-url=https://web.archive.org/web/20090120210854/http://sourceforge.net/potm/potm-2007-02.php |archive-date=20 January 2009 |url-status=live }}<!-- --></ref> ''[[Master of Orion#External links|Freeorion]]'', ''Golden Age of Civilizations'',<ref><!-- -->{{cite web|url=https://portal.gacivs.info |title=Golden Age of Civilizations |url-status=dead |archive-url=https://web.archive.org/web/20160112084738/https://portal.gacivs.info/ |archive-date=2016-01-12 }}<!-- --></ref> and ''[[C-evo]]''.<ref><!-- -->{{cite web |url=http://www.eurogamer.net/articles/priceless-victories-article |title=Priceless Victories |first=Oliver |last=Clare |website=EuroGamer |date=2007-01-29 |access-date=2008-07-28 |archive-date=2016-11-07 |archive-url=https://web.archive.org/web/20161107221000/http://www.eurogamer.net/articles/priceless-victories-article |url-status=live }}<!-- --></ref> [[Indie game]] developers have also contributed towards the 4X genre during the 2010s and 2020s. ==Subgenres== ===Grand strategy games=== [[Grand strategy games]], such as ''[[Hearts of Iron]]'', ''[[Crusader Kings (video game)|Crusader Kings]]'', or ''[[Stellaris (video game)|Stellaris]]'', are a sub-genre or sister genre of 4X that typically require even more detailed planning and execution than games like ''Civilization'' or ''Master of Orion''. Within the realm of [[Wargame|tabletop wargaming]] where grand strategy games originate, they are conventionally defined as those games in which the player governs all the capacities of a nation-state, including its economy, diplomacy, and internal politics, with a focus on [[grand strategy]] (a nation-state's generalised prerogative in defining and pursuing its interests on the world stage), as against games where the player mostly commands the military during wartime. In computer gaming, this definition holds considerable overlap with that of 4X games, thus a more restrictive set of defining traits are usually used. Grand strategy games are typically more strategically open than 4X games, which often have well-defined, instantaneous victory conditions such as "conquer everyone" or "win the space race". Grand strategy games typically lack such victory conditions and instead scope themselves over a definite period of time, with specific starting and ending dates. As in 4X games, players are usually ranked on their overall achievements at the end of a campaign, and in grand strategies this is usually the only factor accounted for in victory. This results in longer, more complex and free-form campaigns structured largely by player-driven goals. Grand strategy games can also differ from traditional 4X games in being "asymmetrical", meaning that players are bound to play out specific (often historical) starting conditions, rather than play as a set of equally free factions exploring and progressing in an open world. For example, 4X [[Civilization (series)|Civilization]] starts all players on equal footing, as small tribes in a largely ahistoric wilderness, while some grand strategies seek to at least approximately represent the actual conditions of their time period, even when those are not fairly balanced toward all players. The open-ended, sprawling, and convoluted nature of grand strategy campaigns makes even major asymmetries strategically tractable: with no hard victory conditions, players in grand strategy games are not implicitly engaged to compete in a race to the finish. As there is no way for players to "rush" toward instant victory thresholds (military or otherwise), and thus no simple way for any one player to credibly brandish the threat of imminent and irremediable defeat against the others, contest in grand strategies typically emerges more organically than in 4X games, when and where it is geopolitically meaningful, rather than as the inevitable outcome of a game's initial configuration as a [[battle royal]].<ref name="Hailes 2019">{{cite web | last=Hailes | first=Aidan | title=The Rhythms of Digital History: A Guide to Historical Grand Strategy Games | website=25YL | date=11 August 2019 | url=https://25yearslatersite.com/2019/08/11/the-rhythms-of-digital-history-a-guide-to-historical-grand-strategy-games/ | access-date=8 February 2022 | archive-date=21 December 2021 | archive-url=https://web.archive.org/web/20211221230847/https://25yearslatersite.com/2019/08/11/the-rhythms-of-digital-history-a-guide-to-historical-grand-strategy-games/ | url-status=live }}</ref> ===Real-time hybrid 4X=== Eventually real-time 4X games were released, such as ''[[Imperium Galactica]]'' in 1997,<ref name="4XandRTS"><!-- -->{{cite web |first=Steve |last=Butts |url=http://pc.ign.com/articles/852/852735p1.html |website=IGN |title=Sins of a Solar Empire |date=2008-02-15 |access-date=2011-09-29 |archive-date=2012-03-05 |archive-url=https://web.archive.org/web/20120305041144/http://pc.ign.com/articles/852/852735p1.html |url-status=dead }}<!-- --></ref> ''[[Starships Unlimited]]'' in 2001,<ref name="DeafGamersSUDG" /> and ''[[Sword of the Stars]]'' in 2006, featuring a combination of turn-based strategy and real-time tactical combat. The blend of 4X and real-time strategy gameplay led [[Ironclad Games]] to market their 2008 release ''[[Sins of a Solar Empire]]'' as a "RT4X" game.<ref name="IroncladGames" /><ref><!-- -->{{cite web |first=Tim |last=Surette |title=Sins of a Solar Empire beta unveiled |website=[[GameSpot]] |date=2007-03-21 |url=http://www.gamespot.com/pc/strategy/sinsofasolarempire/news.html?sid=6167856 |access-date=2008-07-26 |archive-date=2020-11-21 |archive-url=https://web.archive.org/web/20201121114836/https://www.gamespot.com/games/sins-of-a-solar-empire/news/ |url-status=live }}<!-- --></ref> This combination of features earned the game a mention as one of the top games from 2008, including GameSpot's award for best strategy game, and IGN's award for best PC game.<ref><!-- -->{{cite web |url=http://www.gamespot.com/best-of-2008/genre-awards/index.html?page=11 |title=GameSpot Best Games of 2008: Best Strategy Game |website=GameSpot |date=2008-12-24 |access-date=2014-05-05 |archive-url=https://archive.today/20130124011301/http://www.gamespot.com/best-of-2008/genre-awards/index.html?page=11 |archive-date=2013-01-24 |url-status=live }}<!-- --></ref><ref><!-- -->{{cite web |url=http://goty.gamespy.com/2008/pc/3.html |title=GameSpy 2008 Game of the Year β PC Top 10 |date=December 2008 |publisher=GameSpy |access-date=2014-05-05 |archive-url=https://web.archive.org/web/20131214150509/http://goty.gamespy.com/2008/pc/3.html |archive-date=2013-12-14 }}</ref><ref>{{cite web |url=http://bestof.ign.com/2008/pc/22.html |title=IGN PC: PC Game of the Year 2008 |date=December 2008 |website=IGN |access-date=2014-05-05 |url-status=dead |archive-url=https://web.archive.org/web/20131103113148/http://bestof.ign.com/2008/pc/22.html |archive-date=2013-11-03 }}<!-- --></ref><ref>{{cite web |url=http://www.gamasutra.com/view/feature/3893/gamasutras_best_of_2008.php?page=7# |first1=Leigh |last1=Alexander |first2=Eric |last2=Caoili |first3=Simon |last3=Carless |first4=Christian |last4=Nutt |first5=Chris |last5=Remo |publisher=GamaSutra |title=Gamasutra's Best of 2008 |date=2008-12-30 |access-date=2008-01-15 |archive-date=2009-01-31 |archive-url=https://web.archive.org/web/20090131030021/http://www.gamasutra.com/view/feature/3893/gamasutras_best_of_2008.php?page=7 |url-status=dead }}<!-- --></ref> The ''[[Total War (video game series)|Total War]]'' series, debuting in 2000 with ''[[Shogun: Total War]]'', combines a turn-based campaign map and real-time tactical battles. == 4X in board games == Cross-fertilization between board games and video games continued. For example, some aspects of ''Master of Orion III'' were drawn from the first edition of the board game ''[[Twilight Imperium]]''.<ref name="MOO3DesignerDiaryDec2000"><!-- -->{{cite web |url=http://moo3.quicksilver.com/diary/1200.html |title=Master of Orion III β Designer's Diary |date=2000-12-13 |publisher=QuickSilver Software |access-date=2008-07-26 |archive-date=2008-05-13 |archive-url=https://web.archive.org/web/20080513163720/http://moo3.quicksilver.com/diary/1200.html |url-status=live }}<!-- --></ref> Even ''Sins of a Solar Empire'' was inspired by the idea of adapting the board game [[buck Rogers β Battle for the 25th Century|''Buck Rogers Battle for the 25th Century'']] into a real-time video game.<ref><!-- -->{{cite web|url=https://www.gamedeveloper.com/business/postmortem-ironclad-stardock-s-i-sins-of-a-solar-empire-i- |title=Postmortem: Ironclad/Stardock's Sins of a Solar Empire |first1=Blair |last1=Fraser |first2=Brad |last2=Wardell |website=Gamasutra |date=2008-04-28 |access-date=2008-07-25 |archive-url=https://web.archive.org/web/20080714035659/http://www.gamasutra.com/view/feature/3638/postmortem_ironcladstardocks_.php |archive-date=14 July 2008 |url-status=live }}<!-- --></ref> Going in the opposite direction, in 2002 Eagle Games made a board game adaptation of ''Sid Meier's Civilization,'' entitled simply ''[[Civilization (2002 board game)|Sid Meier's Civilization: The Boardgame]]'', significantly different from the board game that had inspired the computer game in the first place.<ref>{{cite web |url=http://pc.gamespy.com/pc/pirates-2004/540850p1.html |date=2004-08-20 |first=Andrew S. |last=Bub |publisher=GameSpy |title=Eagle Games' Glen Drover talks about Pirates, The Boardgame! |access-date=2008-07-26 |archive-url=https://web.archive.org/web/20080709012446/http://pc.gamespy.com/pc/pirates-2004/540850p1.html |archive-date=9 July 2008 |url-status=live }}<!-- --></ref> Another remake based on that series, under a very similar title, ''[[Civilization (2010 board game)|Sid Meier's Civilization: The Board Game]]'', was released in 2010 by Fantasy Flight Games, followed by ''[[Civilization: A New Dawn]]'' in 2017.<ref>{{Cite web|title=Civilization Has A New Board Game|url=https://kotaku.com/civilization-has-a-new-board-game-1797841470|access-date=2021-03-01|website=Kotaku|date=15 August 2017|archive-date=2021-01-20|archive-url=https://web.archive.org/web/20210120103835/https://kotaku.com/civilization-has-a-new-board-game-1797841470|url-status=live}}</ref><ref>{{Cite web|date=2018-05-04|title=The Civilization: A New Dawn Board Game Might Be Too Streamlined|url=https://www.pastemagazine.com/games/board-games/civilization-board-game-review/|access-date=2021-03-01|website=Paste Magazine|archive-date=2021-01-16|archive-url=https://web.archive.org/web/20210116190225/https://www.pastemagazine.com/games/board-games/civilization-board-game-review/|url-status=live}}</ref> ''[[Through the Ages: A Story of Civilization]]'' is a [[board game]] for 2–4 players designed by [[VladimΓr ChvΓ‘til|Vlaada Chvatil]] and published by Czech Board Games in 2006. Its theme is the development of human civilization and the players determine the progress of their own civilization in different fields including culture, government, leadership, religion and science.<ref name=lgg>{{cite book | title=Libraries got game | url=https://archive.org/details/librariesgotgame00maye/page/n54 | url-access=limited | author=Brian Mayer, Christopher Harris | pages=54, 123 | isbn=978-0-8389-1009-2 | year=2009| publisher=American Library Association }}</ref> The game won multiple awards including the ''[[International Gamers Award]]s'' in 2007 and ''Game of the Year'' in [[Poland]] in 2010, where it was published as ''Cywilizacja: Poprzez Wieki''.<ref>{{cite web | url=http://www.gamesalute.com/?p=468 | title=Through the Ages Wins Polish Game Award | date=April 28, 2010 | author=David Welsh | publisher=Game Salute | archiveurl=https://web.archive.org/web/20120425082552/http://www.gamesalute.com/?p=468 | archivedate=April 25, 2012}}</ref> ''[[Scythe (board game)|Scythe]]'' is a board game for one to five players designed by Jamey Stegmaier and published by Stonemaier Games in 2016. Set in an [[alternate history]] version of 1920s Europe, players control factions that produce resources, develop economic infrastructure, and use [[dieselpunk]] war machines, called "mechs", to engage in combat and control territories.<ref name="Ars Technica">{{cite news |last=Zimmerman |first=Aaron |title=''Scythe'' review: The most-hyped board game of 2016 delivers |work=[[Ars Technica]] |url=https://arstechnica.com/gaming/2016/07/scythe-the-most-hyped-board-game-of-2016-delivers/ |archive-url=https://web.archive.org/web/20160730161003/https://arstechnica.com/gaming/2016/07/scythe-the-most-hyped-board-game-of-2016-delivers/ |date=July 30, 2016 |archive-date=July 30, 2016 |access-date=August 12, 2017 |url-status=live}}</ref> Players take up to two actions per turn using individual player boards, and the game proceeds until one player has earned six achievements. At this point, the players receive coins for the achievements they have attained and the territories they control, and the player with the most coins is declared the winner.<ref name="Inverse">{{cite news |last=Guarino |first=Ben |title=The Most Hyped Board Game of 2016 Earned It |work=[[Inverse (website)|Inverse]] |url=https://www.inverse.com/article/20886-scythe-board-game-tabletop-strategy-2016 |archive-url=https://web.archive.org/web/20170401055504/https://www.inverse.com/article/20886-scythe-board-game-tabletop-strategy-2016 |date = September 16, 2016 |archive-date=April 1, 2017 |access-date = August 13, 2017 |url-status=live}}</ref> {{As of|June 2023}}, [[BoardGameGeek]] listed slightly over 200 board games classified under 4X type, including titles such as ''[[Eclipse (board game)|Eclipse]]'' (2011) and ''[[Heroes of Land, Air & Sea]]'' (2018).<ref>{{Cite web|title=Mechanism: 4X {{!}} Family {{!}} BoardGameGeek|url=https://boardgamegeek.com/boardgamefamily/12210/mechanism-4x|access-date=2021-03-01|website=boardgamegeek.com|archive-date=2021-02-18|archive-url=https://web.archive.org/web/20210218033432/https://www.boardgamegeek.com/boardgamefamily/12210/mechanism-4x|url-status=live}}</ref> == See also == * [[List of 4X video games]] == References == {{Reflist|colwidth=30em}} {{Grand strategy wargames}} {{VideoGameGenre}} {{featured article}} {{DEFAULTSORT:4x}} [[Category:4X games| ]] [[Category:Real-time strategy video games| ]] [[Category:Strategy video games]] [[Category:Turn-based strategy video games| ]] [[Category:Video game genres]]
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