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Alpha Centauri Forums
Non-SMAC related Strategy Games |
Author | Topic: Strategy Games |
DerekM |
posted 06-28-99 02:33 PM ET
OK, can you guys help me put together a master list of turn-based, 4X strategy games? 4X, for those who don't know, stands for Explore, Expand, Exploit and Exterminate. We can do two categories: space-based and planet-based. I'm looking for a list regardless of quality. Space-Based Map-Based |
Valtyr |
posted 06-28-99 02:39 PM ET
Colonization? |
DerekM |
posted 06-28-99 02:39 PM ET
Sorry, I forgot to mention what the point is. The point is to try and figure out what features are "pluses" in a strategy game vs. what features are "negatives." I intend to try and generate a list to post to this forum, sidgames, and anywhere else it might make sense. More specific about what qualifies: Turn-based is specified because it allows for more detailed planning, and micromanagement if you like that kind of thing. Try to fit in all 4X. Star General would count, because you had to build structures on your planets to support your fleet (even if it was simplistic), but Panzer General would not. Again, this is a list of + and -, so sucky games are just as valuable as fantastic games (and it is pointless to argue which is which, because every game seems to have at least some diehard fans). |
DerekM |
posted 06-28-99 06:43 PM ET
OK, here are some more: Heroes of Might & Magic (1-3) Games I'm not sure about as far as 4X: Railroad Tycoon? Rebellion SHOULD have been turn-based, so I may consider it as well, but then I have to think about Age of Empires... |
Spoe |
posted 06-28-99 09:21 PM ET
The granddaddy of them all, Empire. More or less multiplayer _only_. Map based. Or VGA Planets, for space based. PBEM. |
Koshko |
posted 06-28-99 09:21 PM ET
Master of Magic |
Rex Little |
posted 06-29-99 11:26 AM ET
Outpost 2 is real-time, so doesn't qualify here. Two more that do: Emperor of the Fading Suns |
Saras |
posted 06-29-99 11:34 AM ET
M.A.X. Mechanized assault and exploration I has one of the best tactical battle engines with cover fire etc. etc. |
OhWell |
posted 06-29-99 11:45 AM ET
Command HQ was a hybrid real time/turned based game. You issued orders to your units/cities which were acted out in real time. You could control the rate at which �real time� passed from fast to slow or even zero for posting a bunch of orders. Combat was cool �cause you could have one of your units attack an enemy unit from one direction pinning him and then have additional units attack from different directions. Star General from SSI |
Dreadnought |
posted 06-29-99 12:01 PM ET
What about Real-Time Strategy Games? Yeesh, there are way too many of those to even count. I'll list some in a nice marquee format- Taa daaaaaaa |
DerekM |
posted 06-29-99 02:07 PM ET
The nature of RTS and TBS is slightly different. RTS needs to focus on tactical planning. TBS, on the other hand, is better if it deals with strategic issues as well. I think we're seeing more hybrid types, where the detailed planning goes on in a turn-based format, followed by real-time tactical combat/implementation. That is why I said that Rebellion would have been better as a turn-based game, at least at the strategic level. There should have at least been an option to pause the game and give orders. I don't know that games like Starcraft really fit the 4X category -- the Expand/Exploit pieces are too simplistic -- and an argument could be made that resource management (whether it is gold, minerals or water) doesn't really belong in a tactical simulation, which is why it is so simplified in these games. In deference to Dreadnaught, however, I will say that if there are real-time games like Rebellion or Age of Empires that COULD have worked as TBS, then go ahead and mention them. Everybody, thanks for the additions to the list. Please, keep them coming. After a while I'll post a master list and start working on what was good and bad about each game, starting with the ones I have personal experience with (quite a few, actually). There are lessons here that the gaming industry needs to remember. Hopefully, we'll eventually see a game that advances the genre in some areas without falling behind in others. |
DerekM |
posted 06-29-99 02:09 PM ET
Actually, there seems to have been an Imperium Galactica AND an Imperium Galacticum. I'm remembering a game called Utopia that was on the Intellivision system. It was real-time, I think, but it may fit the "could have been turn-based" definition, as well as being a good 4X game. There was also an ASCII graphics game called Anacreon which was pretty fun to play, way back when. |
Rex Little |
posted 06-29-99 02:14 PM ET
Another old-time space 4X game is Reach For the Stars. |
Dreadnought |
posted 06-29-99 04:28 PM ET
Rex- I just a few seconds ago read in Computer Games Strategy Plus there are doing a remake of Reach For the Stars. It looks pretty cool. |
MiKaeLe |
posted 06-29-99 07:28 PM ET
DerekM, i just got this The Birth of the Federation ****, and i kinda got lost in it. Ughh..just one screen...some planets and more planets...aarrggghhhh...i guessed in this five minz i spent in this game that you're supposed to achieve almost similar goals to SMAC's. But if you could just get me started with this crap, i would realy appreciate it. The menu's suck btw. They always suck in the Star Trek games. MiK�Le |
Colon |
posted 06-30-99 05:27 AM ET
I have doubts about that 4x system to classify a game as a true TBS strategy game. Imperialism 1 did not had exploring, all was shown from the start but not counting as a TBS game � la civ2 is ridiculous because both games are based upon ruling a country and having efforts to expand it's power. Now that I'm thinking about it, exterminate is imho also not really a factor that should be considered. It's not because you rule a country and seek for more power that others have to be exterminated. Actually, I'm starting to think that the 4x system is crap. |
DerekM |
posted 06-30-99 08:26 AM ET
Colon, just bear with it for the sake of argument. I'm trying to limit the scope of what I examine, but that might be futile. MiKaeLe, I'll post a BOTF intro in another thread. I want to keep this one focused on strategy games. |
JayPegg |
posted 06-30-99 11:41 AM ET
Yes Dread, we are all impressed by your knowledge of HTML, |
Spoe |
posted 06-30-99 11:45 AM ET
JayPegg: Why don't you just look at the source for the page? |
DerekM |
posted 06-30-99 01:34 PM ET
STOP! There will be no more HTML testing on this thread. What I want are strategy games! Here is the list so far (including a few real-time games that might fit): Anacreon Does Star Control 1/2/3 belong on this list? What about Dungeon Keeper 1/2? Did Command HQ have any development aspect? What about Battlezone (the new one)? |
Spoe |
posted 06-30-99 02:37 PM ET
Missed VGA Planets, which I mentioned above. |
OhWell |
posted 06-30-99 02:44 PM ET
There were two versions of Command HQ. The first was played only on a map of earth and the cities were at fixed locations. Cities could produce new units with subsequent units of the same type being produced faster. Other than that, there was nothing that you could do to �develop� a city or even create new ones. Some cities also had a specialty in that it could produce a particular unit type faster than normal. IIRC, Command HQ 2 had random maps and some new units and other features. I guess that they were most like Empire with the variable real time angle that I mentioned before. |
DerekM |
posted 07-01-99 07:56 AM ET
Sorry, Spoe. I think Command HQ qualifies. I'm also going to need categories to analyze these games with. I'm thinking of the following: Diplomacy Have I missed anything? |
SnowFire |
posted 07-01-99 10:12 AM ET
Don't forget Railroad Tycoon I & II. The Explore element may be nil, but the rest is all there. Some ideas on games, with the Scenario Creation stat added: HOMM I, II, & III MOO II Imperialism I/II |
Octopus |
posted 07-01-99 10:38 AM ET
Should the Warlords series go into the list? SnowFire: I think you should analyze MOO 1 and 2 separately, since there were many differences. The differentiation between the races was much better in MOO 1 (I loved the Meklars ). I think the ability to customize races reduced that in MOO 2 (also, they made the Meklars suck ). The point system wasn't even close to balanced, so it was possible to create kick-ass races. The colony management was also much simpler (and, in my opinion, better) in MOO 1. The tactical combat was also simpler. |
OhWell |
posted 07-01-99 11:48 AM ET
While it is not a �4X� game, you might want to look at SSI�s Steel Panthers II or III for Tactical Combat which, IMHO, sucks in most �4X� games. |
DerekM |
posted 07-01-99 12:21 PM ET
Scenario creation is good. Also missing are multiplayer options, customizability, documentation and espionage. Here is Birth of the Federation: Diplomacy: Focuses on treaties. Each level of treaty does have a different impact. It seems as though the primary means of influencing attitude is bribary, which seems a little simplistic. Major and minor powers have hard-coded predispositions which match those in the Star Trek universe. Each major power has territory based upon colony/outpost proximity. Different treaties can confer right of passage. Sectors between major powers can be considered contested. Research: Six categories, with ten levels in each category. There are no dependencies across categories. There really isn't much advantage to focusing research down a specific path, as the most interesting structures and ships tend to require broad advancement. Each level doesn't really seem to relate to the advancements available at that level -- the descriptions of technologies are just decorative. Tactical combat: Modeled for starship-starship combat. Game uses a set of three order types at either long- or short-range, resulting in a scissors/paper/rock-type combat resolution. Combat looks pretty good, with 3D ships moving in a mostly 2D grid (though ships can pass by each other within the same 2D coordinate). Weaponry is either beam (short-range) or torpedo (long-range), without any real differences in effect from ship to ship. Defense is based on maneuvering, shields and hull hit points. Colony development: Very SLOW. It takes a long time to build things, and upgrades to facilities must be done in mass. Population growth rate is sluggish. A colony consists of a solar system. Generally, the planets in a system have to be terraformed before they can be used, but are grouped into the total system value once they are. Planets provide population space, special bonuses to food or production, or environment types required for certain structures. Aggregating planets into one colony is convenient, but the slow pace of development means that you'll still be micromanaging things. Automation of production is OK but far from perfect, and a little awkward. Generally, the only way to quickly develop a colony is to buy production. Unit Types: Starships, all based on the Star Trek universe. The classes are fixed. Weaker ships are available at lower tech levels, stronger at higher levels. Not completely realistic, but required due to the licensing involved. There are only three basic unit types -- combat ships, colony ships and troop transports. You can build stationary starbases and outpost for defense and to extend range (and these can be built in empty sectors). Major protagonists: Five Star Trek races, each nicely varied and balanced. Major antagonists: The Borg, which are very tough. Other special encounters of varying degrees of dificulty. Minor powers, which can engage in diplomacy and join your empire. Atmosphere/uniqueness: Filled with Star Trek references, different music and interfaces for each major race, good diversity among powers. The minor races really play a unique role not seen in other strategy games. Interface is a bit awkward, and the game lacks some standard summary screens (like a fleet summary). The map is difficult to use effectively. Random events can be devestating, and are too frequent. Economic Modeling: Colonies within the same empire cannot trade with each other. They must be self-sufficient in terms of food and energy. Colonies can trade with other empires or with minor powers. This trade generates money, and usually requires the proper treaty before it can be done. The military is supported by population, but if the population is exceeded by support costs, then the excess is made up from cash. You can spend more than you have in a turn, but all of your production goes to making up the difference until you are out of the red. Scenario creation: No. Multiplayer: Internet and LAN, no hotseat or e-mail. Internet access is somewhat buggy, according to the forums. Customizability: There are options at startup for map size, layout of systems on the map, starting tech level for each player, automatic combat resolution, number of minor races, on/off switch for random events, and turn time limits. Other than starting setup, there is no provided ability to customize the game. Documentation: Poor. The online guide only lists your race's structures and ships. The separately sold strategy guide is almost required to play the game. Espionage: Espionage can be divided between spying and sabotage in fields like research, military, economic, etc. This is very flexible. Your empire has structures which produce intel points which you can allocate to each of these for each major power. With sabotage, you have the opportunity to frame other powers, steal enemy ships, destroy buildings, eliminate research, etc. This section is very nicely done. Overall: Positives: Varied and detailed espionage options, excellent Star Trek atmosphere, minor races really add to game play, major powers are very different and yet still balanced, borders are present and enforced between major powers. Negatives: Clunky interface. Devestating random events are common. Research model is weak. Documentation is effectively sold separately in the form of the strategy guide. Unable to edit units, maps or game logic, and no scenarios. |
DerekM |
posted 07-01-99 12:23 PM ET
Forgot one negative: Colony development is very slow. |
MiKaeLe |
posted 07-01-99 06:54 PM ET
BOTF is crap my friends. I played it for couple of hours and i didn't see anything that could realy keep me stuck to it. The interface is shlt and somewhat confusing. And DerekM, how do you choose different battle modes? I always get only the Long range ones when i click on my battle group. And there are only 10 or so of them. I haven't won a battle so far. Diplomatics are primitive. Building structures is confusing and not user-friendly at all. I have trouble finding the right buttons to push in those colorfull menu's they put there. As a summary, i'm deleting this game in 24 hours, if something realy interesting that i haven't seen so far doesn't jump up from those simple galactic screens. MiK�Le |
Plasmoid |
posted 07-01-99 10:36 PM ET
MiKaeLe is right. BotF could have been MOO3 but ended up as a bad clone MOO2. Everything that made MOO2 fun and interesting was either removed or abused. No hotseat in a turn based game is in excusable. Most people can't afford a LAN and hotseat is easiest with turn-based games. Just remember kiddies |
DerekM |
posted 07-02-99 08:16 AM ET
Again, the point of this thread isn't to knock BOTF. As I've said, it has some serious flaws. It also has some positive points. THAT is what this thread is about -- what are the good and bad things about these games? Whether the game sucks or not doesn't matter from that perspective. Ascendency, for example, had very imaginitive alien races, a complex and attractive technology tree with interesting technologies, and a 3D map of the galaxy. Unfortunately, it also had an absolutely abyssmal AI that made the game a walkover. Picture MOO2 (generally considered a good game) with the nice things from Ascendency (generally considered a mediocre game) added, and the game improves. That's the point. Snowfire, thanks for the input. Could you add the sections to your that I've added? I'm especially interested in the highlights and, er, lowlights? Would anybody like to write up SMAC's section, or Civ:CTP? We seem to have a number of experts on these in the forums here (I wonder why? ). Likewise, if you know any of the games on the list in detail, please provide at least the broad overview, if you can. Thanks BTW: The maneuvers available should be dependent upon distance and ship type, MiKaeLe. Quite honestly, I both agree and disagree with you and Plasmoid. BOTF has some good things and bad things -- it's pretty average for this type of game. Whether or not you like it will depend upon what YOU like, and upon your style of play. |
DerekM |
posted 07-06-99 08:15 AM ET
Well, TA: Kingdoms is out, and from Gamespot's review, it's going to be a disappointment to TA fans. Where have I heard that before? Could it possibly be continuing the trend of CTP and BOTF? The point of this thread is to try and figure out what makes a good strategy game. Again, any contributions are welcome. |
korn469 |
posted 07-06-99 03:05 PM ET
i haven't seen this game added to the list. Space Empires 3 i haven't really ever played played MOO2 but i'm assuming Space Empires 3 is similar to it. It's a shareware game and it has a version that is completely playable without paying for it, (you just don't get advanced techs) i haven't played it in months but it is a really good game in some areas. diplomacy: B+ some thoughts about the game. eventhough it doesn't have a scenario editor, setting up the game gives you a wide ability to create the game you want. you have lots of options for setting up the game. so check it out korn469 |
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