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Author Topic:   Strategy Games
DerekM posted 06-28-99 02:33 PM ET   Click Here to See the Profile for DerekM   Click Here to Email DerekM  
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
Birth of the Federation
Master of Orion (1 and 2)
Ascendency
Stars!

Map-Based
Civilization (1 and 2)
Sid Meier's Alpha Centauri
Civilization: Call to Power
X-COM (1, 2, and 3) (barely qualifies for all 4 Xs, but I think it does)
Imperialism (1 and 2)

Valtyr posted 06-28-99 02:39 PM ET     Click Here to See the Profile for Valtyr  Click Here to Email Valtyr     
Colonization?
DerekM posted 06-28-99 02:39 PM ET     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
OK, here are some more:

Heroes of Might & Magic (1-3)
Mission Force: Cyberstorm (1-2)
Deadlock (1-2)
Outpost (1-2)

Games I'm not sure about as far as 4X:

Railroad Tycoon?
Star Control?
Dungeon Keeper?
Conquest of the New World?
Imperium Galactica?

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     Click Here to See the Profile for Spoe  Click Here to Email Spoe     
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     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Master of Magic

Rex Little posted 06-29-99 11:26 AM ET     Click Here to See the Profile for Rex Little    
Outpost 2 is real-time, so doesn't qualify here. Two more that do:

Emperor of the Fading Suns
Colonization

Saras posted 06-29-99 11:34 AM ET     Click Here to See the Profile for Saras  Click Here to Email Saras     
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     Click Here to See the Profile for OhWell    
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     Click Here to See the Profile for Dreadnought  Click Here to Email Dreadnought     
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-

Starcraft

Total Annihliation

Warzone2100

Total Annihilation Kingdoms

Taa daaaaaaa

DerekM posted 06-29-99 02:07 PM ET     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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     Click Here to See the Profile for Rex Little    
Another old-time space 4X game is Reach For the Stars.
Dreadnought posted 06-29-99 04:28 PM ET     Click Here to See the Profile for Dreadnought  Click Here to Email Dreadnought     
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     Click Here to See the Profile for MiKaeLe  Click Here to Email MiKaeLe     
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     Click Here to See the Profile for Colon  Click Here to Email Colon     
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     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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     Click Here to See the Profile for JayPegg  Click Here to Email JayPegg     
Yes Dread, we are all impressed by your knowledge of HTML, so why don't you tell me the ******* tag for scrolling before I kill you!
Spoe posted 06-30-99 11:45 AM ET     Click Here to See the Profile for Spoe  Click Here to Email Spoe     
JayPegg: Why don't you just look at the source for the page?
DerekM posted 06-30-99 01:34 PM ET     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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
Ascendency
Birth of the Federation
Civilization 1/2
Civilization: Call to Power
Colonization
Conquest of the New World
Deadlock 1/2
Emperor of the Fading Suns
Empire
Heroes of Might and Magic 1/2/3
Imperialism 1/2
Imperium Galactica
Imperium Galacticum
Master of Magic
Master of Orion 1/2
M.A.X.
Mission Force: Cyberstorm 1/2
Outpost 1/2
Reach for the Stars
Rebellion
Sid Meier's Alpha Centauri
Star General
Stars!
Utopia
X-COM 1/2/3

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     Click Here to See the Profile for Spoe  Click Here to Email Spoe     
Missed VGA Planets, which I mentioned above.
OhWell posted 06-30-99 02:44 PM ET     Click Here to See the Profile for OhWell    
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     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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
Research
Tactical Combat
City/Colony Development
Unit Types (Variety, balance, etc.)
Major Protagonists (Sides you can play.)
Major Antagonists (Sides you cannot play.)
Atmosphere/Uniqueness
Economic Modeling (Includes trade, military logistics/support, and maintenance of infrastructure.)

Have I missed anything?

SnowFire posted 07-01-99 10:12 AM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
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
Diplomacy- pre-set at beginning of scenario. However, good map-makers can create the illusion of changing diplomacy quite easily.
Research- Building bigger and bigger mage guilds in towns, I suppose, to get more spells. Requires lots of rare resources.
Tactical Combat- Yes. AI good, but predictable (a lethal downfall).
City/Colony Development- Considerable. Castles that can be built up but require resources from the map, which in order to get requires you to spend gold on units instead of your town. A fine balancing act, especially in HOMM III with the separation of castle and town hall.
Unit Types (Variety, balance, etc.)- Tremendous variety and flair. Balance in HOMM III matter of style, in HOMM II slightly unbalanced toward Warlock and Sorceress, against Knight/Barbarian.
Major Protagonists (Sides you can play.)- Any. Play any of the castles in a scenario, or choose the good or bad side in campaigns.
Major Antagonists (Sides you cannot play.)- Don't exist.
Atmosphere/Uniqueness- Definitely a 10. A good scenario or campaign drips atmosphere. Great music, great graphics.
Economic Modeling (Includes trade, military logistics/support, and maintenance of infrastructure.)- You can spend money on, to put it very basically, creatures, new heroes to lead them, town/castle improvements, town improvements that help you earn more money themselves, certain map locations, and surrendering in battle. No trade or maintenance.
Scenario Creation- Easy, and very very powerful.

MOO II
Diplomacy- Yes, but aggravating. Alliances are useful but annoying.
Research- Yes. 8 categories independet of one another.
Tactical Combat- Yes, but AI is only so-so and predictable.
City/Colony Development- Strong. Many buildings and planets to colonize.
Unit Types (Variety, balance, etc.)- Unbalanced units, but still fun. Some variety as well.
Major Protagonists (Sides you can play.)- 14 pre-set races, or make your own.
Major Antagonists (Sides you cannot play.)- The Antarans, ancient banished bad guys who are ridiculously easy to beat.
Atmosphere/Uniqueness- Not really. The novelty of the races quickly wears thin.
Economic Modeling (Includes trade, military logistics/support, and maintenance of infrastructure.)- All 3. Fairly strong, though economic race bonuses are useless since it's not too hard to balance your budget.
Scenario Creation- Nonexistent.

Imperialism I/II
Diplomacy- A good few options, but alliances can't end a war together. Still, some novel ideas.
Research- Buy research at pre-determined times in ImpI, and research it with lots of money or steal it with spies in ImpII. ImpII's is better.
Tactical Combat- Fantastic. Opportunity fire, rare for a strategy game. Okay AI.
City/Colony Development- Each hex is modeled, and all resources are transported back to the capital. Overall, pretty good, and easily worked with, especially in ImpII.
Unit Types (Variety, balance, etc.)- Historical (so not too much vareity), but balanced.
Major Protagonists (Sides you can play.)- Major Powers.
Major Antagonists (Sides you cannot play.)- Minor Powers, Indian Tribes (Imp II).
Atmosphere/Uniqueness- A unique economic model and terrain improvements system. Nice, if repetitive music gives atmosphere.
Economic Modeling (Includes trade, military logistics/support, and maintenance of infrastructure.)- Fantastic in ImpI, your lifeblood was mercantilist trade. Still good in ImpII, where your lifeblood is plunder. Trade, military support, and maintenance all here.
Scenario Creation- No.

Octopus posted 07-01-99 10:38 AM ET     Click Here to See the Profile for Octopus  Click Here to Email Octopus     
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     Click Here to See the Profile for OhWell    
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     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
Forgot one negative: Colony development is very slow.
MiKaeLe posted 07-01-99 06:54 PM ET     Click Here to See the Profile for MiKaeLe  Click Here to Email MiKaeLe     
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     Click Here to See the Profile for Plasmoid  Click Here to Email Plasmoid     
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
"A license doesn't make a good game"

DerekM posted 07-02-99 08:16 AM ET     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
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     Click Here to See the Profile for korn469  Click Here to Email korn469     
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+
research: B+
tactical combat: C-
colony development: B-
unit types: A (fabulous unit workshop)
major protagonist: B (you can be any race)
major antgonist:N/A
atmosphere/uniqueness: C+
economic modeling:C-
scenario editor: N/A

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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