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Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time , but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.

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96-515: Kingmakers is an upcoming action-strategy sandbox game developed by Redemption Road Games and published by tinyBuild . The game is scheduled to be released through early access in 2024 for Windows . Kingmakers is set in medieval Great Britain in 1400AD. The player assumes the role of an elite task force operator, transported 500 years back in time to said area to avert a future apocalypse. Depending on player choices, they can fight for England , Scotland or Wales , and ultimately change

192-404: A campaign mode , which involves a series of matches against several artificial intelligence opponents. Finishing each match or mission will advance the game's plot, often with cut scenes , and some games will reward a completed mission with new abilities or upgrades. Hardcore strategy gamers tend to prefer multiplayer competition, where human opponents provide more challenging competition than

288-413: A mobile strategy video game. The origin of strategy video games is rooted in traditional tabletop strategy games like Chess , Checkers and Go , as well as board and miniature wargaming . The Sumerian Game , an early mainframe game written by Mabel Addis , based on the ancient Sumerian city-state of Lagash , was an economic simulation strategy game. The first console strategy game

384-425: A battle against an enemy unit, there is also a small chance that it will produce a Great Leader. A Great Leader has the ability to create an Army or instantly finish construction of a building in a city, which made them particularly useful for completing wonders. With respect to developing the cities within an empire, bonus resources may be found on tiles within the cultural borders. Each type of resource may provide

480-423: A board game or paper map. Many later games adopted an isometric perspective. Even with the rise of 3D graphics and the potential to manipulate the camera, games usually feature some kind of aerial view. Very rarely do strategy games show the world from the perspective from an avatar on the ground. This is to provide the player with a big-picture view of the game world, and form more effective strategies. Exploration

576-496: A bonus to food, production, or commerce if found within the city radius and worked by a citizen. Particular kinds of resources, such as luxury or strategic resources, provide additional benefits such as increasing citizens' happiness or providing access to resource-specific combat units. Corruption exists in Civilization III alongside waste, which decreases a city's productivity; together, corruption and waste represent

672-580: A bonus to other units. Units may also have the ability to sail or fly over otherwise impassable terrain, or provide transport for other units. Non-combat abilities often include the ability to repair or construct other units or buildings. Even in imaginary or fantastic conflicts, strategy games try to reproduce important tactical situations throughout history. Techniques such as flanking, making diversions, or cutting supply lines may become integral parts of managing combat. Terrain becomes an important part of strategy, since units may gain or lose advantages based on

768-473: A city in some way and cost maintenance. Like units and Wonders, each one can only be built when the requisite technology has been acquired. Buildings require financial maintenance each turn, and can be destroyed. Only one of each type of building can be constructed in each city. As in previous installments of Civilization , there are unique Wonders of the World that can only be built once per game. Wonders provide

864-489: A civilization captures a city with a Small Wonder, it is automatically destroyed. Some examples of small wonders are Wall Street , the Forbidden Palace , and The Pentagon . One of the major features of gameplay is scientific research . Completing the research of a new technology will make available new units, city improvements, and wonders of the world, as well as special bonuses and abilities that are related to

960-485: A fixed set of units, and downplay other strategic considerations such as manufacturing, and resource management. Tactical games are strictly about combat, and typically focus on individual battles, or other small sections in a larger conflict. Strategy games can take place in a number of settings. Depending on the theatre of warfare , releases may be noted as naval strategy games, or space strategy games. A title may be noted for its grand strategic scale, whether

1056-637: A historical basis (for example: the Japanese unique unit is the samurai , which replaces the standard knight, whereas the British unique unit is the Man-O-War , which replaces the standard frigate). Citizens have a nationality based upon the civilization under which they were "born." Citizens have a "memory" of their nationality and will consider themselves members of their previous civilization until they are assimilated into their new civilization. Combat

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1152-656: A larger volume of online data. By 2006, reviewers expressed disappointment with the titles produced thus far. Critics argued that strategy games are not conducive to massively multiplayer gameplay. A single victory cannot have much impact in a large persistent world, and this makes it hard for a player to care about a small victory, especially if they are fighting for a faction that is losing an overall war. However, more recent developers have tried to learn from past mistakes, resulting in Dreamlords from 2007, and Saga from 2008. In 2012, Supercell released Clash of Clans ,

1248-480: A nation and the coordination of its resources. Diplomacy and war interact with each other and become the primary means of reshaping the world map consisting of various states. Players use their nation's resources to achieve national goals such as world domination, whether through military might, diplomacy, or economics. Unlike 4X games, Grand Strategy games might not include such elements as exploration, but it still can be there. Great examples of Grand Strategy games are

1344-419: A notable example. The latter games fall into the player-alternated TBS games category, and are subsequently subdivided into (a) ranked, (b) round-robin start, and (c) random, the difference being the order under which players take their turns. With (a), ranked, the players take their turns in the same order every time. With (b), the first player is selected according to a round-robin policy. With (c), random ,

1440-552: A part of wider subgenre of strategy games, while others consider them as a separate video game genre. Some games of this subgenre, like The Settlers, can include warfare, but this is not an essential element in them. Other strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. For example, base building and resource management in XCOM series. Usually applied only to certain computer strategy games,

1536-439: A specific and specialized goal. They are analogous to chess openings , in that a player will have a specific order of play in mind, however, the amount of the build order, the strategy around which the build order is built or even which build order is then used varies on the skill, ability and other factors such as how aggressive or defensive each player is. Early strategy games featured a top-down perspective, similar in nature to

1632-419: A strategic mode where players may plan their battle or choose an area to conquer, but players typically spend much less time in this mode and more time actually fighting. Because it is difficult to provide an intelligent way to delegate tasks to a subordinate, war games typically keep the number of units down to hundreds rather than hundreds of thousands. Civilization III Sid Meier's Civilization III

1728-455: A structure that enables more advanced structures. Games with a large number of upgrades often feature a technology tree , which is a series of advancements that players can research to unlock new units, buildings, and other capabilities. Technology trees are quite large in some games, and 4X strategy games are known for having the largest. A build order is a linear pattern of production, research, and resource management aimed at achieving

1824-458: A team to achieve a victory condition which is to destroy the opposing team's main structure whilst protecting their own. Player characters , typically called "heroes" or "champions", are assisted by computer-controlled units that periodically spawn in groups and march forward along set paths (called "lanes") toward their enemy's base. Defensive structures, which are usually automatic "towers", are in place to prevent this. The first team to destroy

1920-432: A time. Expert players can quickly flip between many different tasks, while casual gamers have more problems with this." Ernest Adams goes so far as to suggest that real-time gameplay interferes with strategy. "Strategic thinking, at least in the arena of gameplay, does not lend itself well to real-time action". Many strategy players claim that many RTS games really should be labeled as "real-time tactical" (RTT) games since

2016-487: A turn-based game is allowed a period of analysis before committing to a game action. Examples of this genre are the Civilization , Heroes of Might and Magic , Making History , Advance Wars and Master of Orion . TBS games come in two flavors, differentiated by whether players make their plays simultaneously or take turns. The former types of games are called simultaneously executed TBS games, with Diplomacy

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2112-527: A unit, usually by clicking it with the mouse, and issuing an order from a menu. Keyboard shortcuts become important for advanced players, as speed is often an important factor. Units can typically move, attack, stop, hold a position, although other strategy games offer more complex orders. Units may even have specialized abilities, such as the ability to become invisible to other units, usually balanced with abilities that detect otherwise invisible things. Some strategy games even offer special leader units that provide

2208-422: A variety of major benefits to a specific city, all cities on a continent, or to an entire empire. Civilization III also added Small Wonders, which are functionally equivalent to Wonders except that each one can be constructed once per civilization, as opposed to once in every whole game. Small Wonders have, for the most part, a sociological requirement to construct them, as well as a technological requirement. When

2304-570: A whole. After an absence, it reappeared in the weekly top 10 twice during December and secured 11th for the month. Civilization III finished 2001 with domestic sales of 294,789 units, for revenues of $ 13.5 million. Civilization III sold 550,000 copies and earned $ 21.7 million in the United States by August 2006. At the time, this led Edge to declare it the country's 21st-best-selling computer game released since January 2000. Combined sales of all Civilization titles released during

2400-473: A windowed interface to manage these complex challenges. Most strategy games allow players to accumulate resources which can be converted to units, or converted to buildings such as factories that produce more units. The quantity and types of resources vary from game to game. Some games will emphasize resource acquisition by scattering large quantities throughout the map, while other games will put more emphasis on how resources are managed and applied by balancing

2496-473: A world with high fidelity. Although many of these may still involve combat in the sense that units can capture or destroy each other, these games sometimes offer non-combat challenges such as arranging units in specific patterns. However, the vast majority of computerized strategy games are representational, with more complex game mechanics. Strategy games include single-player gameplay, multiplayer gameplay, or both. Single player games will sometimes feature

2592-407: Is Icehouse . Some players dispute the importance of strategy in real-time strategy games, as skill and manual dexterity are often seen as the deciding factor in this genre of game. According to Troy Dunniway, "A player controls hundreds of units, dozens of buildings and many different events that are all happening simultaneously. There is only one player, and he can only pay attention to one thing at

2688-508: Is a feature that was not present in previous installments of the franchise. Each city has a cultural rating, which is the city's influence over local terrain. Essentially, the culture's outer edge, or "border", acts as the boundary of each civilization's empire. As the city's culture rating increases, so does its sphere of influence, bringing more territory under the player's control. Civilizations' borders may abut, resulting in their culture ratings vying for territory. If one player's culture rating

2784-413: Is a key element in most strategy games. The landscape is often shrouded in darkness, and this darkness is lifted as a player's units enters the area. The ability to explore may be inhibited by different kinds of terrain, such as hills, water, or other obstructions. Even after an area is explored, that area may become dim if the player does not patrol it. This design technique is called the fog of war , where

2880-588: Is also a growing subgenre of purely tactical games, which are referred to as real-time tactics , and turn-based tactics . These types of games are sometimes categorized as "strategy" games. Game reviewers and scholars sometimes debate whether they are using terminology such as "tactics" or "strategy" appropriately. Chris Taylor , the designer of Total Annihilation and Supreme Commander , has gone so far as to suggest that real-time strategy titles are more about tactics than strategy. But releases that are considered pure tactical games usually provide players with

2976-456: Is also sometimes considered a subgenre of real-time strategy , and thus may in this context exist as an element of gameplay or as a basis for the whole game. It is differentiated from real-time strategy gameplay by the lack of resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics. Example titles include Warhammer: Dark Omen , World In Conflict ,

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3072-403: Is an important aspect of the game. Each combat unit begins as a "regular" unit with three hit points (although some units have additional hit points bonuses which affect their stats). If the unit loses all its hit points, it dies. Units can be promoted after successful combat missions and gain hit points. The highest rank a unit can attain is that of "elite" (which features five hit points), whereas

3168-414: Is awarded money for killing creeps, and this money can be used to buy more towers, or buy upgrades for a tower such as increased power or range. A good example of a game of this genre is Clash Royale made by Finnish developers Supercell . The term turn-based strategy ( TBS ) is usually reserved for certain computer strategy games, to distinguish them from real-time computer strategy games. A player of

3264-435: Is developed by Redemption Road Games. Kingmakers was first announced by publisher TinyBuild on February 20, 2024. The studio has been working on the game for over five years. On August 8, 2024, Story Kitchen announced that a live-action film adaptation of the game is in development with TinyBuild and Redemption Road Games. Strategy video game A player must plan a series of actions against one or more opponents, and

3360-560: Is made up of square tiles on a grid. Each city, terrain improvement, and unit is located in a specific tile, and each tile can host any number of units. Land tiles can contain a transportation improvement ( road or railroad ) and a land improvement ( farm or mine ) or a city. Cities must be built a minimum of one tile away from each other, i.e., no two cities may touch. Each tile is made of a particular type of terrain that determines, among other things, how much food, production, and trade it produces when "worked". A tile can only be worked if it

3456-411: Is one of the twenty tiles surrounding a city. A tile can only be worked by one city at a time, and each city can only work a number of tiles equal to or less than its population. Food is used to grow the player's cities. Each population unit requires food to survive, and excess food is stored. Production, represented in the game as "shields", is used to build units, buildings, and wonders. Commerce powers

3552-682: Is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Many 4X games also fit into the category of grand strategy . Games can take a long time to complete since the amount of micromanagement needed to sustain an empire scales as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement. The earliest 4X games borrowed ideas from board games and 1970s text-based computer games. The first 4X games were turn-based , but real-time 4X games are also not uncommon. Many 4X games were published in

3648-502: Is seeking to present new candidates worthy of being known for "thought strategy" rather than "dexterity strategy". While Herzog Zwei is regarded as the first true RTS game, the defining title for the genre was Westwood Studios 's Dune II , which was followed by their seminal Command & Conquer games. Cavedog's Total Annihilation (1997), Blizzard 's Warcraft (1994) series, StarCraft (1998) series, and Ensemble Studios ' Age of Empires (1997) series are some of

3744-452: Is sufficiently higher than the other's, the former's borders will encroach into territory previously owned by the latter. Given enough time and cultural pressure, the latter player's city may even elect to join, or "flip to," the former's empire. Culture can thus serve as a means of peaceful conquest. Every civilization starts with certain special abilities, and they have a special "unique unit" that only they can build; these units usually have

3840-473: Is the third installment of the Sid Meier's Civilization turn-based strategy video game series. It was released in 2001, and followed by Civilization IV . Unlike the original game, Civilization III was not designed by Sid Meier , but by Jeff Briggs , a game designer , and Soren Johnson , a game programmer . Civilization III , like the other Civilization games, entails building an empire, from

3936-651: The Close Combat series, and early tactical role-playing games such as Bokosuka Wars , and Silver Ghost . Tower defense games have a very simple layout. Usually, computer-controlled monsters called creeps move along a set path, and the player must place, or "build" towers along this path to kill the creeps. In some games, towers are placed along a set path for creeps, while in others towers can interrupt creep movement and change their path. In most tower defense games different towers have different abilities such as poisoning enemies or slowing them down. The player

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4032-548: The Wars and X-COM series, as well as tactical role-playing games such as the Jagged Alliance series , Fire Emblem series and Final Fantasy Tactics . Wargames are a subgenre of strategy video games that emphasize strategic or tactical warfare on a map, as well as historical (or near-historical) accuracy. The primary gameplay mode in a wargame is usually tactical: fighting battles. Wargames sometimes have

4128-535: The Golden Joystick Awards 1989's Herzog Zwei is often considered the first real-time strategy game, although real-time strategy elements can be found in several earlier games, such as Dan Bunten 's Cytron Masters and Don Daglow 's Utopia in 1982; Kōji Sumii's Bokosuka Wars in 1983; D. H. Lawson and John Gibson's Stonkers and Steven Faber's Epidemic! in 1983; and Evryware's The Ancient Art of War in 1984. The genre

4224-591: The courthouse and the police station . Small wonders like the Forbidden Palace and the Secret Police HQ also drastically reduce corruption and waste by acting, in effect, as supplementary capitals. There are several ways to win the game. A player needs to meet only one of the victory conditions in order to win. These include Conquest victory, achieved when no civilizations besides the player's exist; Domination victory, achieved when two thirds of

4320-582: The 2000s totaled 2.5 million units by 2006. Internationally, Civilization III received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 100,000 copies in the United Kingdom. Jeff Lundrigan reviewed the PC version of the game for Next Generation , rating it five stars out of five, and stated that "Given that Civ II

4416-569: The Ancients (DotA), a community-created mod based on Warcraft III, is largely attributed as being the most significant inspiration for the multiplayer online battle arena (MOBA) format. Since the format was tied to the Warcraft property, developers began to work on their own " DOTA -style" games, including Heroes of Newerth (2009), League of Legends (2010), and the mod's standalone sequel, Dota 2 (2013). Blizzard Entertainment ,

4512-534: The Pacific . Many of these scenarios have resources, improvements, wonders, music, and even government types that are specific to the scenario, especially the Mesoamerican and Sengoku Japan campaigns. The stand-alone version is Civilization III: Complete Edition , which includes the two expansions and several patches. (This version came after Civilization III: Gold Edition and Civilization III: Game of

4608-479: The Storm , and Smite being popular. MOBA games are well-represented in esports as well. In 2018, prize pools reached over US$ 60 million, 40% of the year's total esports prize pools. In management simulation games, players build, expand or manage fictional communities or projects with limited resources. Tycoons, city-building, business simulation and transport management games are considered by some authors as

4704-524: The World in October 2002, and Conquests in November 2003. Play the World added multiplayer capabilities, eight new civilizations and some new units to the original release. The roll-out of the multiplayer functionalities with this expansion was highly criticized. Play the World was followed-up by Conquests , which offers nine more historical scenarios, ranging from Mesopotamia to WWII in

4800-563: The Year "). The editors of Computer Games Magazine named Civilization III the best strategy title and best overall computer game of 2001. They commented, "It's the best Civilization yet, and that's saying something." Nonetheless, the initial release of the game was slightly marred by bugs and glitches. The first patch came very soon after the game's initial release and other patches were released subsequently, improving gameplay significantly. The patches also added certain features, such as

4896-434: The advantages associated with both of the main types of strategy games. Most strategy video games involve a mix of both strategy and tactics . "Tactics" usually refer to how troops are utilized in a given battle, whereas "strategy" describes the mix of troops, the location of the battle, the commander's larger goals or military doctrine , as well as the act of building up something (a base, economy, etc.). However, there

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4992-429: The artificial intelligence. Artificial intelligence opponents often need hidden information or bonuses to provide a challenge to players. More recently, massively multiplayer online strategy games have appeared such as Shattered Galaxy from 2001. However, these games are relatively difficult to design and implement compared to other massively multiplayer online games , as the numerous player-controlled units create

5088-442: The availability of resources between players. To a lesser extent, some strategy games give players a fixed quantity of units at the start of the game. Strategy games often allow the player to spend resources on upgrades or research. Some of these upgrades enhance the player's entire economy. Other upgrades apply to a unit or class of units, and unlock or enhance certain combat abilities. Sometimes enhancements are enabled by building

5184-589: The best-selling games for the personal computer. It has been praised for pioneering the use of unique "factions" in RTS gameplay, and for having a compelling story. 2002's Warcraft III: Reign of Chaos has been an influence on real-time strategy games, especially the addition of role-playing elements and heroes as units. More than the game itself, mods created with the World Editor led to lasting changes and inspired many future strategy games. Defense of

5280-506: The considerations and circumstances of operational warfare and military tactics in generally small-scale confrontations as opposed to more strategic considerations of turn-based strategy (TBS) games. Turn-based tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. Examples of this genre include

5376-436: The course of human history with multiple possible endings . Kingmakers is a third-person sandbox game with action and strategy elements. The player can switch between a third-person shooter mode and a top-down strategy mode. In the shooter mode, the player can use modern weapons and vehicles such as assault rifles, shotguns, grenade launchers, armored cars, and helicopters to fight against medieval enemies. Meanwhile, in

5472-443: The first place." Civilization III was a nominee for Computer Gaming World ' s 2001 "Best Strategy Game" award, which ultimately went to Kohan: Immortal Sovereigns . The editors wrote, " Civilization III was another fantastic candidate. Many feel it's the best game so far in the series and is the new benchmark for turn-based strategy games." Two expansion sets have been published for Sid Meier's Civilization III : Play

5568-440: The first player is, of course, randomly selected. Almost all non-computer strategy games are turn-based; however, the personal computer game market trend has lately inclined more towards real-time games. Some recent games feature a mix of both real-time and turn-based elements thrown together. Turn-based tactics ( TBT ), or tactical turn-based ( TTB ), is a genre of strategy video games that through stop-action simulates

5664-455: The following series of games: Europa Universalis, Hearts of Iron, Crusader Kings. Artillery is the generic name for either early two- or three-player (usually turn-based ) computer games involving tanks fighting each other in combat or similar derivative games. Artillery games are among the earliest computer games developed; the theme of such games is an extension of the original uses of computer themselves, which were once used to calculate

5760-621: The game is real-time, or turn-based. Strategy games also draw on a number of historical periods , including World War II , the medieval era, or the Napoleonic era . Some examples of these are: Hearts of Iron IV , Europa Universalis IV , and Victoria II . Some strategy games are even based in an alternate history , by manipulating and rewriting certain historical facts. It is also common to see games based in science fiction or futuristic settings, as well as fantasy settings. Some strategy games are abstract, and do not try to represent

5856-408: The game play revolves entirely around tactics, with little or even no strategy involved. Massively Multiplayer Online Games (MMOG or MMO) in particular have had a difficult time implementing strategy since having strategy implies some mechanism for "winning". MMO games, by their nature, are typically designed to be never-ending. Nevertheless, some games are attempting to "crack the code," so-to-speak, of

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5952-414: The genre by other studios, such as Teamfight Tactics , Dota Underlords , and Hearthstone Battlegrounds releasing soon after. Multiplayer online battle arena (MOBA) is a genre of strategy video games in which each player controls a single character with a set of unique abilities that improve over the course of a game and which contribute to the team's overall strategy. Players work together as

6048-496: The ground up, beginning in 4,000 BC and continuing slightly beyond the modern day. The player must construct and improve cities, train military and non-military units, improve terrain, research technologies, build Wonders of the World, make war or peace with neighboring civilizations, and so on. The player must balance a good infrastructure, resources, diplomatic and trading skills, technological advancement, city and empire management, culture, and military power to succeed. The game map

6144-408: The group movement command. There were complaints about the addition of features and bug fixes after initial release. The editors of PC Gamer US awarded Civilization III their 2001 "Best Turn-Based Strategy Game" prize, and wrote that it "manages to recapture all that was great about its predecessors and color them with a few great new strokes— without pantsing up what was so great about them in

6240-498: The landscape. Some strategy games such as Civilization III and Medieval 2: Total War involve other forms of conflict such as diplomacy and espionage. However, warfare is the most common form of conflict, as game designers have found it difficult to make non-violent forms of conflict as appealing. Strategy games often involve other economic challenges. These can include building construction, population maintenance, and resource management . Strategy games frequently make use of

6336-447: The lowest is "conscript" (featuring two hit points; this rank is only given to newly drafted soldiers and barbarian units). Each unit has an attack and defense value to determine the winner of each battle. Additional defensive bonuses can be conferred by, e.g., certain terrain types, the unit's "Fortify" command, or defending across a river. Ultimately, a random number generator determines the outcome of each battle. When an elite unit wins

6432-467: The mid-1990s, but were later outsold by other types of strategy games. Sid Meier 's Civilization and the Total War series are important examples from this formative era, and popularized the level of detail that would later become a staple of the genre. In the new 2000 millennium, several 4X releases have become critically and commercially successful. Grand Strategy games emphasize the management of

6528-452: The mismanagement of resources, the malfeasance of city-level bureaucrats, and the limits of a central authority's ability to manage an empire. Corruption and waste is often lowest in the capital city and highest on the outskirts of an empire. Furthermore, the levels of corruption and waste are dependent on the system of government of a civilization. There are a number of ways to combat corruption which include building city improvements, such as

6624-416: The moniker real-time strategy ( RTS ) indicates that the action in the game is continuous, and players will have to make their decisions and actions within the backdrop of a constantly changing game state, and computer real-time strategy gameplay is characterised by obtaining resources, building bases, researching technologies and producing units. Very few non-computer strategy games are real-time; one example

6720-473: The most popular RTS games. Massively multiplayer online real-time strategy games , also known as MMORTS , combine real-time strategy (RTS) with a persistent world . Players often assume the role of a general, king, or other type of figurehead leading an army into battle while maintaining the resources needed for such warfare. The titles are often based in a sci-fi or fantasy universe and are distinguished from single or small-scale multiplayer RTS games by

6816-484: The most successful series of strategy games of all time. 4X games are a genre of strategy video game in which players control an empire and " e x plore, e x pand, e x ploit, and e x terminate ". The term was first coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World . Since then, others have adopted the term to describe games of similar scope and design . 4X games are noted for their deep, complex gameplay . Emphasis

6912-532: The need for direct action upon an opponent. Nevertheless, some authors consider construction and management simulation games, in particular city-building games, as a part of the wider strategy game genre. Although strategy games are similar to role-playing video games in that the player must manage units with a variety of numeric attributes, RPGs tend to be about a smaller number of unique characters, while strategy games focus on larger numbers of fairly similar units. The player commands their forces by selecting

7008-432: The number of players and common use of a persistent world , generally hosted by the game's publisher, which continues to evolve even when the player is offline. Real-time tactics (abbreviated RTT and less commonly referred to as fixed-unit real-time strategy ) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics . It

7104-405: The opponents' main structure wins the match. The genre is seen as a fusion of real-time strategy games , role-playing games , and action games , however, players usually do not construct either buildings or units. This type of multiplayer online video games gained popularity in early 2010s, with Defense of the Ancients mod for Warcraft III , League of Legends , Dota 2 , Heroes of

7200-507: The other victory conditions by the year 2050, the civilization with the highest score wins the game. Civilization III was released after about two years of development on October 30, 2001. Developed by Westlake Interactive and published by MacSoft , a version for Mac OS was released on January 6, 2002. In the United States, Civilization III entered NPD Intelect 's weekly computer game sales rankings at #1 for October 28–November 3, 2001. Its Collectors Edition SKU claimed second during

7296-563: The owner of Warcraft property, developed a game inspired by DotA titled Heroes of the Storm (2015), which features an array of heroes from Blizzard's franchises, including numerous heroes from Warcraft III. Former game journalist Luke Smith called DotA "the ultimate RTS". Since its first title was released in 2000, the Total War series by the Creative Assembly has sold over 20 million copies, becoming one of

7392-415: The people who work in a city . There are four kinds: Laborers, Entertainers, Tax Collectors, and Scientists. If there are more citizens in a city than available tiles to work, the extra citizens automatically become Entertainers. The second expansion, Conquests , adds two new types of citizens to the game: Policemen (reduce corruption) and Civil Engineers (enhance building and wonder production). Culture

7488-552: The period. Thanks to this debut, Civilization III became the country's fourth-best-selling computer title of October as a whole, with an average retail price of $ 49. In its second week of availability, the game was pushed to #2 by Backyard Basketball , and the Collectors Edition was absent from the top 10. Firaxis's title remained in NPD's weekly top 10 from November 11–December 1, and took sixth place for November as

7584-512: The player can see the terrain but not the units within the explored area. This makes it possible for enemies to attack unexpectedly from otherwise explored areas. Strategy video games are categorized based on whether they offer the continuous gameplay of real-time strategy , or the discrete phases of turn-based strategy . These differences in time-keeping lead to several other differences. Typically, turn-based strategy games have stronger artificial intelligence than real-time strategy games, since

7680-654: The player's ability to explore or manage an economy. Even though there are many action games that involve strategic thinking, they are seldom classified as strategy games. A strategy game is typically larger in scope, and its main emphasis is on the player's ability to outthink their opponent. Strategy games rarely involve a physical challenge, and tend to annoy strategically minded players when they do. Compared to other genres such as action or adventure games where one player takes on many enemies, strategy games usually involve some level of symmetry between sides. Each side generally has access to similar resources and actions, with

7776-846: The player's economy. This commerce is split up as the player sees fit between research, tax revenue, and luxuries, each with a different purpose. Each city's citizens have a certain mood (happy, content, unhappy, or resisting). If most citizens are unhappy, the city falls into civil disorder and all production ceases; if a city remains in civil disorder for too long, it can lead to rioting, which results in improvements being destroyed. If most citizens are happy, they will like their leader and increase economic benefits. Terrain improvements are built by Worker units. Irrigation increases food, mines increase production, and roads increase commerce and reduce movement costs for all allied land units using them. Two civilizations must have Right of passage treaty signed to benefit from each other's roads. Buildings enhance

7872-480: The reduction of enemy forces is usually a goal. Victory is achieved through superior planning, and the element of chance takes a smaller role. In most strategy video games, the player is given a godlike view of the game world, and indirectly controls game units under their command. Thus, most strategy games involve elements of warfare to varying degrees, and feature a combination of tactical and strategic considerations. In addition to combat, these games often challenge

7968-457: The relationship between economic growth, technological progress, and conquest. That same year, Nobunaga's Ambition was a conquest-oriented grand strategy wargame with historical simulation elements. The Lords of Midnight combined elements of adventure, strategy and wargames, and won the Crash magazine award for Best Adventure game of 1984, as well as Best Strategy Game of the Year at

8064-438: The strategy mode, the player can command their own army of medieval units such as cavalry, archers, and swordsmen. The player can also customize their army with different banners, colors, and formations. The game features a campaign that allows the player to influence the outcome of the war and the history of England. The game also supports co-op mode for up to four players, where each player can control their own army. Kingmakers

8160-580: The strengths and weaknesses of each side being generally balanced. Although strategy games involve strategic, tactical, and sometimes logistical challenges, they are distinct from puzzle games . A strategy game calls for planning around a conflict between players, whereas puzzle games call for planning in isolation. Strategy games are also distinct from construction and management simulations , which include economic challenges without any fighting. These games may incorporate some amount of conflict, but are different from strategy games because they do not emphasize

8256-474: The tanks, the velocity or "power" of the shot fired and the angle of the tanks' turrets. Auto battler , also known as auto chess , is a type of strategy game that features chess -like elements where players place characters on a grid-shaped battlefield during a preparation phase, who then fight the opposing team's characters without any further direct input from the player. It was created and popularized by Dota Auto Chess in early 2019, and saw more games in

8352-724: The technology. The technology tree is divided into four ages ( Ancient Age , Middle Ages , Industrial Age , and Modern Age ); each age requires the research of specific technologies to advance to that age. Additionally, there are non-requisite technologies that nevertheless provide useful bonuses that are often essential for good empire management, or allow a civilization to install a new government. Technologies can also be traded to and from other civilizations in return for gold, resources, technologies, workers, and cities. Technologies acquired in this way can in turn be exchanged (also called 'technology brokering') for other new technologies by contacting one or more other civilizations. Citizens are

8448-550: The trajectories of rockets and other related military-based calculations. Artillery games have been typically described as a type of turn-based tactics game, though they have also been described as a type of "shooting game." Examples of this genre are Pocket Tanks , Hogs of War , Scorched 3D and the Worms series. Early precursors to the modern artillery-type games were text-only games that simulated artillery entirely with input data values. A BASIC game known simply as Artillery

8544-420: The true real-time strategy MMOG. One method by which they are doing so is by making defenses stronger than the weapons, thereby slowing down combat considerably and making it possible for players to more carefully consider their actions during a confrontation. Customizable units are another way of adding strategic elements, as long as players are truly able to influence the capabilities of their units. The industry

8640-507: The turn-based pace allows more time for complex calculations. But a real-time artificial intelligence makes up for this disadvantage with its ability to manage multiple units more quickly than a human. Overall, real-time strategy games are more action-oriented, as opposed to the abstract planning emphasized in turn-based strategy. The relative popularity of real-time strategy has led some critics to conclude that more gamers prefer action-oriented games. Fans of real-time strategy have criticized

8736-671: The wait times associated with turn-based games, and praised the challenge and realism associated with making quick decisions in real-time. In contrast, turn-based strategy fans have criticized real-time strategy games because most units do not behave appropriately without orders, and thus a turn-based pace allows players to input more realistic and detailed plans. Game theorists have noted that strategic thinking does not lend itself well to real-time action, and turn-based strategy purists have criticized real-time strategy games for replacing "true strategy" with gameplay that rewards "rapid mouse-clicking". Overall, reviewers have been able to recognize

8832-485: The world's land and population are controlled by the player; Cultural victory, achieved when the player successfully assimilates other civilizations; Diplomatic victory, achieved when the player is elected leader of the United Nations; and a science-based victory, achieved when the player researches a sufficient number of technologies and builds a spaceship to reach Alpha Centauri . If no civilization has met any of

8928-553: Was a Risk -like game called Invasion, released in 1972 for the Magnavox Odyssey . Strategic Simulations (SSI)'s Computer Bismarck , released in 1980, was the first historical computer wargame. Companies such as SSI, Avalon Hill , MicroProse , and Strategic Studies Group released many strategy titles throughout the 1980s. Reach for the Stars from 1983 was one of the first 4X strategy games, which expanded upon

9024-453: Was as close to perfect as any game has ever been, it's arguable that it wasn't possible to change it so much as add to it." Upon release, the reaction to Civilization III was very positive. It won several "Game of the Year" awards, such as the " PC Strategy " award from the AIAS ' 5th Annual Interactive Achievement Awards (along with nominations for "Computer Game of the Year" and " Game of

9120-501: Was popularized by Dune II three years later in 1992. Brett Sperry, the creator of Dune II , coined the name "real-time strategy" to help market the new game genre he helped popularize. Real-time strategy games changed the strategy genre by emphasizing the importance of time management, with less time to plan. Real-time strategy games eventually began to outsell turn-based strategy games. With more than 11 million copies sold worldwide by February 2009, StarCraft (1998) became one of

9216-466: Was written by Mike Forman and was published in Creative Computing magazine in 1976 . This seminal home computer version of the game was revised in 1977 by M. E. Lyon and Brian West and was known as War 3 ; War 3 was revised further in 1979 and published as Artillery-3 . These early versions of turn-based tank combat games interpreted human-entered data such as the distance between

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