X - Wikipedia, the free encyclopedia. This article is about the board and video game subgenre. For other uses, see 4. X (disambiguation).
X is a genre of strategy- based video and board games in which players control an empire and "e. Xplore, e. Xpand, e. Xploit, and e. Xterminate". The term was first coined by Alan Emrich in his September 1. Master of Orion for Computer Gaming World.[1] Since then, others have adopted the term to describe games of similar scope and design. X computer games are noted for their deep, complex gameplay. Emphasis is placed upon economic and technological development, as well as a range of non- military routes to supremacy.
Decisive Battles of American Civil War Vol. 2 1989 The second volume of the Decisive Battles of the American Civil War series allows the player to reenact another five crucial battles of the American Civil War: Gaines Mill, Stones River, Gettysburg, Chickamauga. Welcome to Hutsell’s Games. I’m Dave Mackey and I’ll be your host during your stay here. W.R. Hutsell wrote a series of computer strategy war games and sold these as shareware for a number of years. The titles included VGA Civil War Strategy, EGA Civil War.
Clash Of Steel is yet another strategy wargame from Strategic Simulations Inc. Clash Of Steel takes place during the second world war. The overall interface is very simple and the game is therefore very easy to control. The map used in the game is very detailed and. Year Game Developer Setting Platform Notes 1977 Empire Walter Bright Abstract BBS, MAIN Turn based strategy. Original version. 1982 Utopia Don Daglow Modern INT Timed turns. 1982 Feudal Steve Estvanik Fantasy MAIN Strategy, timed turns. 1983 Archon.
Games can take a long time to complete since the amount of micromanagement needed to sustain an empire increases as the empire grows. X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement, with varying degrees of success. The earliest 4. X games borrowed ideas from board games and 1. The first 4. X computer games were turn- based, but real- time 4.
X games are not uncommon. Many 4. X computer games were published in the mid- 1. Sid Meier's Civilization is an important example from this formative era, and popularized the level of detail that later became a staple of the genre.
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In the new millennium, several 4. X releases have become critically and commercially successful. In the board (and card) game domain, 4. X is less of a distinct genre, in part because of the practical constraints of components and playing time. The Civilization board game that gave rise to Sid Meier's Civilization computer game, for instance, has no exploration and no 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[edit].
X computer games such as Master of Orion II let empires explore the map, expanding by founding new colonies and exploiting their resources. The game can be won either by becoming an elected leader of the galaxy or by exterminating all opponents. The term "4. X" originates from a 1. Master of Orion in Computer Gaming World by Alan Emrich, in which he rated the game "XXXX" as a pun on the XXX rating for pornography. The four Xs were an abbreviation for "EXplore, EXpand, EXploit and EXterminate".[1] Other game commentators adopted the "4. X" label to describe a game genre with specific gameplay conventions: [2][3][4]Explore means players send scouts across a 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 four elements of gameplay have been described as the four phases of a 4. X computer game session.[5] These phases often overlap with each other and vary in length depending on the game design.
For example, the 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 every area.[6][7][8]Difficulties in definition[edit]While many computer strategy games arguably contain a similar "explore, expand, exploit, exterminate" cycle,[9] game journalists, developers and enthusiasts generally apply "4. X" to a more specific class of games,[9] and contrast 4. X games with other strategy games such as Command & Conquer.[1. Hence, writers have tried to show how 4.
X games are defined by more than just having each of the four Xs. Computer gaming sites have stated that 4.
X games are distinguished by their greater complexity and scale,[1. Reviewers have also stated that 4. X games feature a range of diplomatic options,[1. In particular, 4. X games offer detailed control over an empire's economy, while other computer strategy games simplify this in favor of combat- focused gameplay.[1. Game design[edit]4.
X computer games are a subgenre of strategy games,[2][3][4] and include both turn- based and real- time strategy titles.[1. The gameplay involves building an empire,[1. Earth,[2. 1] a fantasy world, or in space.[5] Each player takes control of a different civilization or race with unique characteristics and strengths. Most 4. X games represent these racial differences with a collection of economic and military bonuses. Research and technology[edit]. One part of Freeciv's technology tree.
Note the complex dependencies between technologies. X 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 4. X games are typically larger than in other strategy games, featuring a larger selection of choices.[9][2. Empires must generate research resources and invest them in new technology.[2. In 4. X games, the main prerequisite for researching an advanced technology is knowledge of earlier technology.[1. This is in contrast to non- 4. X real- time strategy games, where technological progress is achieved by building structures that grant access to more advanced structures and units.[2.
Research is important in 4. X games because technological progress is an engine for conquest.[2.
Battles are often won by superior military technology or greater numbers, with battle tactics playing a smaller part.[2. In contrast, military upgrades in non- 4. X games are sometimes small enough that technologically basic units remain important throughout the game.[2. Combat is an important part of 4.
X gameplay, because 4. X games allow a player to win by exterminating all rival players, or by conquering a threshold amount of the game's universe.[2. Some 4. X games, such as Galactic Civilizations, resolve battles automatically, whenever two units from warring sides meet.[3. This is in contrast to other 4. X games, such as Master of Orion, that allow players to manage battles on a tactical battle screen.[3. Even in 4. X games with more detailed control over battles, victory is usually determined by superior numbers and technology, with battle tactics playing a smaller part.[2.
X games differ from other combat- focused strategy games by putting more emphasis on research and economics.[1][1. Researching new technology will grant access to new combat units.
Some 4. X games even allow players to research different unit components. This is more typical of space 4. X games, where players may assemble a ship from a variety of engines, shields, and weaponry.[3. Peaceful competition[edit]4.
X games allow rival players to engage in diplomacy.[1. While some strategy games may offer shared victory and team play, diplomatic relations tend to be restricted to a binary choice between an ally or enemy. X games often allow more complex diplomatic relations between competitors who are not on the same team.[9][1. Aside from making allies and enemies, players are also able to trade resources and information with rivals.
In addition to victory through conquest, 4. X games often offer peaceful victory conditions or goals that involve no extermination of rival players (although war may be still be a necessary by- product of reaching said goal).[1. For example, a 4.
X game may offer victory to a player who achieves a certain score or the highest score after a certain number of turns.[3. Many 4. X games award victory to the first player to master an advanced technology, accumulate a large amount of culture, or complete an awe- inspiring achievement.[3. Several 4. X games award "diplomatic victory" to anyone who can win an election decided by their rival players,[3. Galactic Civilizations has the diplomatic victory, which involves having at alliances with at least 4 factions and no other faction be out of your alliance, there are two ways to accomplish this, ally with all factions, or ally with the minimum number of factions then destroy the rest. Complexity[edit]4.
X games are known for their complex gameplay[1. Gameplay usually takes priority over elaborate graphics.[2. Whereas other strategy games focus on combat, 4. X games also offer more detailed control over diplomacy, economics, and research; [1][1.
This also challenges the player to manage several strategies simultaneously, and plan for long- term objectives.[3. To experience a detailed model of a large empire, 4. X games are designed with a complex set of game rules.[1.
For example, the player's productivity may be limited by pollution.[3. Players may need to balance a budget, such as managing debt,[4.
X games often model political challenges such as civil disorder,[2. Free. Col is typical of 4. X 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.[3. Game designers often organize empire management into different interface screens and modes,[1.
Sometimes systems are intricate enough to resemble a minigame.[3. 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.[2. Gameplay[edit]Since 4. X games involve managing a large, detailed empire, game sessions usually last longer than other strategy games.[1.
Game sessions may require several hours of play- time, which can be particularly problematic for multiplayer matches.[4. For example, a small- scale game in Sins of a Solar Empire can last for over 1.