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{{Infobox Skeletonfahrer
[[Image:Civ2.jpg|right|thumb|''[[Civilization II]]'' is a 4X [[Strategy video game|strategy game]].]]
| kurzname = Endija Tērauda
| bild =
| langname = Endija Lāsma Tērauda
| nation = {{LVA}}
| geburtstag = 30. Mai 1997
| geburtsort = [[Riga]]
| geburtsland = [[Lettland]]
| groesse = 173
| gewicht = 59
| beruf =
| sterbedatum =
| sterbeort =
| sterbeland =
| disziplin = [[Skeleton (Sportart)|Skeleton]]
| verein =
| trainer = Gints Dzerve
| nationalkader = 2014
| status = a
| karriereende =
| Medaillenspiegel =
| medaillen =
| ranking = 46. [[IBSF-Skeleton-Ranking 2019/20|2019/20]]
| weltcupdebuet =
| weltcupsiege =
| wcgesamt =
| europacupdebuet = 22. Januar 2015 in [[Innsbruck]]
| europacupsiege = 2
| nacdebuet =
| nacsiege =
| intercontidebuet =
| intercontisiege =
| wctop3 =
| update = {{Datum|20|04|2020}}
}}
'''Endija Lāsma Tērauda''' (* [[30. Mai]] [[1997]] in [[Riga]]) ist eine [[Lettland|lettische]] [[Skeleton (Sportart)|Skeletonpilotin]].


'''4X''' is a [[video game genre|genre]] of [[strategy video game|strategy]] [[video game]] where players control an [[empire]] and '''"eXplore, eXpand, eXploit, and eXterminate."''' This term was first used by [[Alan Emrich]] in his September 1993 preview of ''[[Master of Orion]]'' for ''[[Computer Gaming World]]''.<ref name="Emrich1993" /> Since 1993, other game commentators have adopted "4X" to describe any game with similar [[game design]].<ref name="DeafGamersSUDG" /><ref name="MobyGames4xDef" />
== Karriere ==
Endija Tērauda wechselte von der [[Leichtathletik]], wo sie sich auf den [[100-Meter-Hürdenlauf]] spezialisiert hatte, zum [[Skeleton (Sportart)|Skeleton]] und gab am 22. Januar 2015 in [[Innsbruck]] im [[Skeleton-Europacup]] ihr internationales Debüt. Den Wettbewerb beendete sie auf den 19. Platz. Einen Tag später belegte sie beim zweiten Wettbewerb auf der [[Kunsteisbahn Bob-Rodel Igls]] auf den 17. Platz. Durch diese beiden Rennen belegte sie in der [[Skeleton-Europacup 2014/15|Saison 2014/15]] mit 32 Punkten den 30. Platz in der Gesamtwertung des Europacups.


4X games are noted for their deep, complex [[gameplay]]. These games emphasize [[Economy|economic]] and technological development, as well as a range of non-military routes to supremacy. Managing the details of a large empire can cause 4X games to take longer to complete than other strategy games. Since the amount of [[micromanagement (computer gaming)|micromanagement]] required to sustain an empire scales as the empire grows, 4X games are sometimes criticized for becoming tedious near the end of the game.<ref name="MOOmicro"/> As a result, several games have attempted to address these criticisms by reducing micromanagement.<ref name="MetacriticGalCiv" /><ref name="PALGNSoaSReview"/>
Beim ersten [[Skeleton-Europacup|Europacup]] der [[Skeleton-Europacup 2015/16|Saison 2015/16]] in [[Altenberg (Erzgebirge)|Altenberg]] konnte sie am 4. Dezember 2015 mit dem neunten Platz erstmals einen Top-Ten-Platz erreichen. Beim zweiten Rennen einen Tag später belegte sie auf den [[Rennschlitten- und Bobbahn Altenberg|DKB-Eiskanal]] den achten Platz. Auf ihrer Heimbahn in [[Sigulda]] konnte sie am 19. Dezember den sechsten Platz belegen und beim zweiten Rennen in der Heimat konnte sie einen Tag später mit dem fünften Platz erstmals einen Top-5-Platz belegte. Obwohl sie in der Europacup-Saison nur vier von acht Rennen absolvierte, konnte sie 155 Punkte sammeln und beendete die Saison auf den zwölften Platz in der Gesamtwertung. Zum Abschluss der Saison nahm sie am 23. Dezember 2016 in [[Winterberg]] an der [[Skeleton-Juniorenweltmeisterschaft 2016]] teil und belegte bei ihrer ersten Teilnahme direkt den achten Platz in der [[Veltins-Eisarena]]. In der darauffolgenden Saison nahm sie am 28. Januar 2017 nur an der [[Skeleton-Juniorenweltmeisterschaft 2017|Juniorenweltmeisterschaft 2017]] teil und beendete den Wettbewerb im heimischen [[Sigulda]] auf den siebten Platz.


The earliest 4X games borrowed ideas from [[board game]]s and from 1970s [[Text-based (computing)| text-based]] computer games.<ref name="gamespyHistory"/> The first 4X games were [[turn-based]], but [[real-time strategy|real-time]] 4X games have been released as well.<ref name="DeafGamersSUDG" /><ref name="4XandRTS" /> The 4X genre saw an increase in published games in the mid-1990s, but were outsold by the real-time strategy genre in the late 1990s. In the new millennium, several 4X releases have been critically and commercially successful. One well-known 4X game is [[Sid Meier]]'s ''[[Civilization (series)|Civilization]]'' series, which has sold over 8 million copies.<ref name=civsales>{{cite web | author =Matt Martin | title =Grand Theft Auto series has sold 66 million units to date| publisher = gamesindustry.biz | url =http://www.gamesindustry.biz/articles/grand-theft-auto-series-has-sold-66-million-units-to-date | accessdate =2008-03-23}}</ref>
== Weblinks ==
* {{IBSF|263344}}
* [http://skeleton.lv/lv/komanda/7-endija-terauda Endija Tērauda] in der Datenbank von Latvia Bobsled Federation
* [https://sports.riga.lv/lv/sports/LOV-Rigas-sportisti/endija-lasma-terauda Endija Tērauda] in der Datenbank von sports.riga.lv


==Definition==
{{SORTIERUNG:Terauda, Endija}}
[[Image:moo2GalaxyAndSystem400.png|thumb|right|4x 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 by exterminating all opponents.]]
[[Kategorie:Skeletonfahrer (Lettland)]]
[[Kategorie:Sportler (Riga)]]
[[Kategorie:Lette]]
[[Kategorie:Geboren 1997]]
[[Kategorie:Frau]]


The term "4X" originates from a 1993 preview of ''[[Master of Orion]]'' in [[Computer Gaming World]] by [[Alan Emrich]], where he rated the game "XXXX" as a pun on the XXX rating for pornography.<ref name="Emrich1993">{{cite news | author = Alan Emrich | title = MicroProse' Strategic Space Opera is Rated XXXX | language = English | publisher = Computer Gaming World (Issue #110) | date = 1993-09 | accessdate = 2008-05-21 }}</ref> The four X's were an abbreviation for ''explore, expand, exploit, exterminate''.<ref name="Emrich1993"/> Other game commentators eventually adopted the "4X" label to describe a game genre with specific [[gameplay]] conventions:<ref name="4Xfulldefinition">For sources that go into detail about each of the four X's, see: {{ cite web | url=http://uk.guides.ign.com/guides/818084/page_2.html | title=Civilization IV: Warlords Guide | publisher = IGN | author= J. "PyroFalkon" Habib | date = 2006-08-17 | accessdate=2008-07-26 }}; {{cite web | title = Ironclad Games - Sins of a Solar Empire Gameplay | publisher =Ironclad Games | url =http://www.sinsofasolarempire.com/gameplay.aspx?c=1 | accessdate =2008-06-23 }}; {{cite web|url=http://www.mobygames.com/game-group/4x-games|title=Moby Games' 4x games Group Description|publisher=[[Moby Games]] | accessdate=2008-06-23}}</ref>
{{Personendaten

|NAME=Tērauda, Endija
*''Explore'' means players send [[Reconnaissance|scouts]] across a [[map]] to reveal surrounding territories.<ref name="4Xfulldefinition"/>
|ALTERNATIVNAMEN=Tērauda, Endija Lāsma
*''Expand'' means players claim new territory by creating new settlements, or sometimes by extending the influence of existing settlements.<ref name="4Xfulldefinition"/>
|KURZBESCHREIBUNG=lettische Skeletonfahrerin
*''Exploit'' means players gather and use [[resource]]s in areas they control, and improve the efficiency of that usage.<ref name="4Xfulldefinition"/>
|GEBURTSDATUM=30. Mai 1997
*''Exterminate'' means attacking and eliminating rival players.<ref name="4Xfulldefinition"/> Since all territory is eventually claimed, eliminating a rival's presence can be the only way achieve further expansion.<ref name="4Xfulldefinition"/>
|GEBURTSORT=[[Riga]], [[Lettland]]

|STERBEDATUM=
Sometimes these four elements of gameplay are described as phases, which often overlap.<ref name="MOO2Retro"/><ref>{{ cite web | url=http://uk.guides.ign.com/guides/818084/page_2.html | title=Civilization IV: Warlords Guide | publisher = IGN | author= J. "PyroFalkon" Habib | date = 2006-08-17 | accessdate=2008-07-26 }}</ref> These phases can vary in length depending on the [[game design]]. For example, ''[[Space Empires III]]'' 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.<ref>i. {{cite web | url = http://www.malfador.com/se3.html | publisher = Malfador | title = ''Space Empires III'' Manual v1.10 | date = 1998-01-21 | accessdate = 2008-06-24 }}<br/>ii. {{ cite web | url=http://pc.ign.com/articles/763/763792p1.html | author = Steve Butts | title= Galactic Civilizations II: Dark Avatar Review | Publisher = IGN | date = 2007-02-12 | accessdate=2008-07-26 }}<br />iii. {{ cite web | url=http://www.gamespot.com/pc/strategy/galacticcivilizations2darkavatar/review.html | author=Jeff Lackey | publisher = GameSpot |title= Review - Galactic Civilizations II: Dark Avatar | date = 2007-02-28 | accessdate=2008-07-26 }}</ref>
|STERBEORT=

}}
===Difficulties in definition===
Many strategy games arguably contain a similar "explore, expand, exploit, exterminate" cycle, including non-4X [[real-time strategy]] games such as ''[[Age of Empires]]'' or ''[[StarCraft]]''.<ref name="SOSEdistinct">{{cite web | url= http://www.1up.com/do/previewPage?cId=3157333 | publisher = 1up | title= Sins of a Solar Empire Preview | author = Sean Molloy | accessdate = 2008-06-23}}</ref> But game journalists, [[Video game developer|developers]] and enthusiasts generally apply "4X" to a more specific class of strategy games.<ref name="MobyGames4xDef">{{cite web|url=http://www.mobygames.com/game-group/4x-games|title=Moby Games' 4x games Group Description|publisher=[[Moby Games]]| accessdate=2008-06-23}}</ref><ref name="SOSEdistinct"/> Hence, writers have tried to show how 4X games are distinguished from other strategy games by more than just having each of the four X's. Gaming authorities have stated that 4X games are distinguished by offering the ability to win without extermination,<ref name="SOSEdistinct"/><ref name="MobyGames4xDef"/> their greater complexity and scale,<ref name="SOSEdistinct"/> and their intricate use of diplomacy beyond the standard "friend or foe" seen in other strategy games.<ref name="MobyGames4xDef" /> Game reviewers have confirmed that 4X games are well known for their large detailed empires and complex gameplay,<ref name="galcivGOTY">{{cite web | accessdate = 2008-03-31 | url = http://goty.gamespy.com/2006/pc/index6.html | publisher = GameSpy | title = GameSpy's Game of the Year 2006 - 6. Galactic Civilizations II: Dread Lords}}</ref><ref name="BlogWiredSoaSReview">{{ cite web | url=http://blog.wired.com/games/2008/03/review-sins-of.html | title=Review: Sins of a Solar Empire Sinfully Good | date=2008-03-17 | author= Earnest Cavalli | publisher = Wired | accessdate = 2008-06-23 }}</ref> and have described diplomacy as a major feature of many 4X games.<ref name="diplobundle">Several reviewers refer to diplomacy as a generic 4X feature: {{cite web | url=http://www.deafgamers.com/sudg.htm | publisher = Deaf Gamers | title= Starships Unlimited: Divided Galaxies | date = 2000 | accessdate = 2008-07-26 }}; {{cite web | url=http://www.tacticularcancer.com/content.php?id=29 |author = YourConscience | date = 2006-12-16 | publisher = Tacticular Cancer | title= GalCiv2, SotS, SEV: a 4X Comparison | accessdate =2008-07-26}}; {{ cite web | url=http://blog.wired.com/games/2008/03/review-sins-of.html | title=Review: Sins of a Solar Empire Sinfully Good | date=2008-03-17 | author= Earnest Cavalli | publisher = Wired | accessdate = 2008-06-23 }}; {{cite web | url=http://www.gameshark.com/pc/reviews/2919/Sins-of-a-Solar-Empire-Review.htm | author = Dave VanDyk | publisher = GameShark | title = Sins of a Solar Empire Review | date = 2008-02-14 | accessdate =2008-06-23}}</ref> However, the ability to win without extermination is not unique to 4X games. Even though [[MobyGames]] uses this requirement to exclude games such as ''[[Warcraft]]'', ''[[Command & Conquer]]'', ''[[Age of Empires]]'', and ''[[Heroes of Might and Magic]]'' from the 4X genre,<ref name="MobyGames4xDef" /> both ''Age of Empires'' and ''Heroes of Might and Magic'' offer other victory conditions.<ref name="Guide">{{cite book|author=Bruce C. Shelley |coauthors=Greg Street |editor=Brent Metcalfe |title=Age of Empires III Player's Guide |origyear=2005 |publisher=Microsoft Corporation }}</ref><ref>{{cite web | url = http://www.heroesofmightandmagic.com/heroes5/game_manuals.shtml | publisher = Ubisoft | title = Game Manuals - Heroes of Might and Magic 5 | accessdate = 2008-06-23}} </ref>

===Fifth X: eXperience===
{{See also|Master of Orion III}}

In 2002, the pending release of ''Master of Orion III'' sparked claims that it would be the first "5X game". [[Alan Emrich]] announced that the fifth X would be the ''e'''X'''perience'' of delegating the ruler's authority to subordinates and sharing control over the empire.<ref name="MOO3DevChat">{{cite web | url=http://archive.gamespy.com/interviews/february02/moo3/ | author = Dan Quick | publisher= GameSpy.com | title=Master of Orion III Developer Chat | date = 2002-02 | accessdate = 2008-06-23 }}</ref> This experience would require players to make judicious use of "Imperial Focus" each turn, and determine which details of their empire are pressing enough to require their direct intervention.<ref name="imperialfocus">{{cite web | url = http://moo3.quicksilver.com/press/0511a.html | publisher = Quicksilver Software | date=2000-05-11 | accessdate=2008-07-26 | title = Press Release - MicroProse's MASTER OF ORION III Takes Galactic Empire Building a Step Higher}}</ref> ''Master of Orion III'' received mixed comments from reviewers and players. Although a few reviewers liked the experience of delegating power to [[bureaucrat]]s, the majority of reviewers found these limits on empire management frustrating or boring.<ref name="MetacriticMOO3" />

This new "experience" also included the threat of [[Civil disorder|unrest and revolt]] if players did not meet the demands of their citizens.<ref name="MOO3DevChat" /> However, unrest and revolt had already been seen in the 4X genre. ''[[Civilization II]]'' included the possibilities of civil unrest in unhappy cities and of being over-ruled by the [[senate]].<ref name="Civ2manual"/> In ''[[Galactic Civilizations]]'', the player's [[political party|party]] can even be voted out of office.<ref name="InternalPoliticalConstraints" />

==Gameplay==

4X games are a subgenre of [[strategy video game|strategy games]],<ref name="4Xfulldefinition"/> and include both [[turn-based strategy|turn-based]] and [[real-time strategy]] titles.<ref name="DeafGamersSUDG">{{cite web | url= http://archive.gamespy.com/reviews/january02/sudg/ | title= GameSpy Reviews: Starships Unlimited: Divided Galaxies | publisher = GameSpy | author = William Abner | date = 2002-01 | accessdate=2008-06-23}}</ref><ref name="4XandRTS"/> The gameplay involves building an empire,<ref name="galcivGOTY">{{cite web | date = 2006 | author = Sal Accardo | accessdate = 2008-06-23 | url = http://goty.gamespy.com/2006/pc/index6.html | title = GameSpy's Game of the Year 2006 - 6. Galactic Civilizations II: Dread Lords}}</ref> which takes place in a setting such as [[earth]],<ref>{{cite web | author = Brad Cook | title = Find New Ways to Conquer the World in Civilization IV | publisher = Apple | url= http://www.apple.com/games/articles/2006/07/civ4/ | date = 2006-07 | accessdate =2008-06-27}}</ref> a [[fantasy world]],<ref name="MOO2Retro">{{cite web | author = Tom Chick | title = PC Retroview: Master of Orion II |publisher = IGN | url = http://pc.ign.com/articles/085/085828p1.html | date = 2000-10-02 | accessdate = 2008-07-26}}</ref> or in [[galactic empire|space]].<ref name=space4xintro>{{cite web | author = Bruce Geryk | title =History of Space Empire Games - Introduction | publisher = GameSpot | url =http://www.gamespot.com/gamespot/features/pc/history_spaceempire/index.html | date = 2001-08-08 |accessdate =2008-07-26}}</ref> Each player takes control of a different civilization or race with unique characteristics and strengths. Most 4X games represent these racial differences with a collection of economic and military bonuses, although a few games such as ''[[Sword of the Stars]]'' offer widely different abilities to each race.<ref name="SOTSdevdiary">{{cite web | url = http://pc.gamezone.com/news/03_31_06_12_19PM.htm | author = Arinn Dembo | date = 2006-03-31 | title = GameZone: Exclusive Sword of the Stars Developer Diary – Part 5 | publisher = GameZone | accessdate = 2008-07-26 }}</ref>
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[[Image:FreeOrion-tech-tree.png|thumb|left|The research screen from ''[[FreeOrion]]'', showing intricate branches of the [[technology tree]].]]

COMMENTED OUT: Just in case we need to avoid copyright issues, the Free Orion picture is not copyrighted.

********* -->
=== Research and technology ===
[[Image:FreeOrion-tech-tree.png| thumb|right |One part of ''[[FreeOrion]]''’s technology tree. Note the multiple branching paths between technologies.]]

4X games typically feature a [[technology tree]], which is a series of advancements that players can research to unlock new units, buildings, and other capabilities.<ref name="gamesharksins"/><ref name="MobyGames4xDef"/> Technology trees in 4X games are typically larger than in other strategy games, and feature more technology choices.<ref name="JoystiqSoaSEDesignerInterview">{{ cite web | url=http://www.joystiq.com/2008/02/01/joystiq-interview-ironclad-talks-4x-strategy-with-sins-of-a-sol/ | title=Joystiq interview: Ironclad talks 4X strategy with Sins of a Solar Empire | author = Jason Dobson | date= 2008-02-01 | publisher = Joystiq | accessdate=2008-06-23 }}</ref> The main prerequisite for researching an advanced technology is knowledge of earlier technology. Typically, empires must generate research resources and invest them in new technology.<ref name="MobyGames4xDef" /> This is in contrast to non-4X [[real-time strategy]] games, where technological progress is achieved by building structures that grant access to more advanced structures and units.<ref name=dunehistory/>

Research is important in 4X games because technological progress is an engine for conquest.<ref name="earlygameconventions"/> Battles are often won by superior military technology or greater numbers, rather than by tactics.<ref name="IGNSE4"/><ref name="4XandRTS"/> In contrast, military upgrades in non-4X games are sometimes small enough that basic units remain important all the way to the end of a game.<ref name="Non4XBasicUnitsRemainImportant">{{cite web | url=http://uk.gamespot.com/pc/strategy/starcraft/review.html | date = 1998-04-15 | publisher = GameSpot | author = Ron Dulin | title=StarCraft for PC Review | accessdate=2008-06-23 }}</ref>

===Combat===
Combat is an important part of 4X gameplay, because 4X games allow a player to win by exterminating all rival players, or by conquering a threshold amount of the game's universe.<ref name="MobyGames4xDef"/> 4X games vary in how combat is controlled. Some 4X games, such as ''[[Galactic Civilizations]]'', resolve combat automatically, whenever two units from warring sides meet.<ref name="victory comparison"/> This is in contrast to other 4X games, such as ''[[Master of Orion]]'', that allow players to manage battles on a tactical battle screen.<ref name="victory comparison"/><ref name="colonyscreen"/> Even in 4X games with more detailed control over battles, victory is usually determined by [[Spam (video gaming term)#Unit_spamming|superior numbers]] and technology rather than by tactics.<ref name="IGNSE4">{{cite web | url = http://pc.ign.com/articles/749/749070p2.html | publisher = IGN | title = IGN - Space Empires V Review | author = Steve Butts | date = 2006-12-04 | accessdate = 2008-07-26 }}</ref> 4X games differ from other combat-focused strategy games by putting more emphasis on research and economics.<ref name="SOSA1upinterview"/><ref name="Emrich1993"/> Researching new technology will grant access to new combat units. Some 4X games even allow players to research different unit components. This is more typical of space 4X games, where players may assemble a ship from a variety of engines, shields, and weaponry.<ref name="victory comparison"/>

=== Peaceful competition ===
[[Image:GalCiv diplomacy 01.png| thumb | right| A diplomacy screen ([[Galactic Civilizations]], shown here) is typical for 4X games where competing players may negotiate treaties.]]

4X games allow rival players to engage in diplomacy.<ref name="MobyGames4xDef"/><ref name=SOSEFAQ>{{cite web | author = | title = Sins of a Solar Empire FAQ| publisher = Ironclad Games | url =http://www.sinsofasolarempire.com/faqs.aspx | accessdate =2008-06-23}}</ref><ref name="diplobundle" /> While some strategy games offer shared victory and [[Cooperative gameplay|team play]], diplomatic relations are restricted to a binary choice between an ally or enemy. 4X games often allow more complex diplomatic relations between competitors who are not on the same team.<ref name="MobyGames4xDef"/> Aside from making allies and enemies, players are also able to trade resources and information with rivals.<ref name="DeafGamersSUDG"/>

In addition to victory through conquest, 4X games usually offer peaceful victory conditions that involve no extermination of rival players.<ref name="MobyGames4xDef" /> For example, some 4X games offer victory to a player who achieves a certain score or the [[high score|highest score]] after a certain number of turns.<ref name="SpaceEmpireIV">{{cite web | url = http://pc.gamezone.com/gzreviews/p14156.htm | publisher = Game Zone | title = Space Empires IV Preview | date = 2000-08-31 | author = Michael Lafferty | accessdate= 2008-07-26}}</ref> Many 4X games award victory to an empire that makes its culture predominant over their rivals.<ref name="victory comparison">{{cite web | url= http://pc.ign.com/articles/392/392858p1.html | publisher = IGN | author = Barry Brenesal | title = Galactic Civilizations Review | date = 2003-04-08 | accessdate = 2008-07-26 }}</ref> Others offer victory to the first player to complete an awe-inspiring achievement, which often involves researching some very difficult technology.<ref name="victory comparison"><ref>Specific examples of research-based victories include building a spaceship to [[Alpha in the [[Civilization (series)|''Civilization'' series]], see: [http://e3.gamespot.com/story.html?sid=6174680&pid=941684&cpage=4 Gamespot - E3 '07: Sid Meier fomenting Revolution]; also see the spell of "Mastery" in ''[[Master of Magic]]'' at [http://www.gamespy.com/articles/493/493221p1.html Gamespy Hall of Fame - Master of Magic]. On the other hand the great achievement in ''Master of Orion II'' is military, conquering the Antarans (see game manual).</ref> Several 4X games award "diplomatic victory" to anyone who can win an election decided by their rival players,<ref>i. {{ cite web | url = http://reviews.cnet.com/pc-games/master-of-orion-iii/4505-9696_7-30989341.html?hhTest=1 | publisher = CNet | title = Review - Master of Orion III (PC) | author = Sam Parker | date = 2003-03-24 | accessdate = 2008-07-26 }}<br/>ii. {{cite web| url = http://pc.ign.com/articles/798/798385p1.html | publisher = IGN | title = IGN Preview - Civilization IV: Beyond the Sword Hands On | author = Steve Butts | date = 2007-06-21 | accessdate = 2008-07-26 }}</ref> or maintain peace for a specified number of turns.<ref name="SpaceEmpireIV"/>

=== Complexity ===

4X games are known for their complex gameplay,<ref name="gamesharksins">{{cite web | url=http://www.gameshark.com/pc/reviews/2919/Sins-of-a-Solar-Empire-Review.htm | author = Dave VanDyk | publisher = GameShark | title = Sins of a Solar Empire Review | date = 2008-02-14 | accessdate =2008-06-23}}</ref> and strategic depth.<ref name="galcivGOTY"/><ref>{{cite web | url = http://www.cbsgames.com/games/story/10646599 | publisher = IGN | title = News/Reviews - Sins of a Solar Empire | date = 2008-02-15 | author = Steve Butts | accessdate = 2008-06-23 }}</ref><ref name="PALGNSoaSReview">{{ cite web | url=http://palgn.com.au/article.php?id=10283 | publisher = PAL Gaming Network | title= Sins of a Solar Empire Review | author= Neil Booth |date=2008-02-19 | accessdate = 2008-06-23 }}</ref> Gameplay usually takes priority over polished [[Computer graphics|graphics]].<ref name="JoystiqSoaSEDesignerInterview"/> Whereas other strategy games focus on combat, 4X games also offer more detailed control over diplomacy, economics, and research.<ref name="SOSA1upinterview"/><ref name="Emrich1993"/> This creates opportunities for diverse strategies.<ref name=SOSEFAQ/> This also challenges the player to manage several strategies simultaneously, and plan for long-term objectives.<ref name="IGNSE4Review">{{cite web | author = Jason Bates | title = IGN: Space Empires IV Review | url = http://pc.ign.com/articles/165/165204p1.html | publisher = IGN | accessdate = 2008-04-01}}</ref>

In order to experience a detailed model of a large empire, 4X games are designed with a complex set of game rules.<ref name="BlogWiredSoaSReview"/> For example, the player's productivity may be limited by pollution.<ref name="MOOmanual">{{cite book |url=http://www.jonsullivan.com/misc/moo.pdf| title=Master of Orion - Game manual| author = Steve Barcia |date=1993|publisher=[[MicroProse]]|language=English| accessdate=2008-05-21}}</ref><ref name="Civ2manual"/> Players may need to balance a budget, such as managing debt,<ref>{{cite web | url = http://www.gamespot.com/pc/strategy/galacticcivilizations2/news.html?sid=6143839 | publisher = GameSpot | author = Jason Ocampo | title = Gamespot Review - Galactic Civilizations II: Dread Lords Hands-On - The Spiritual Heir to Master of Orion II? | date = 2006-02-07 | accessdate = 2008-07-26 }}</ref> or paying down maintenance costs.<ref name="penalties">{{ cite web | url= http://pc.ign.com/articles/719/719278p1.html |title = IGN Preview - Civilization IV: Warlords | publisher = IGN | author = Steve Butts | date =2006-07-17 | accessdate = 2008-07-26 }}</ref> 4X games often model political challenges such as [[civil disorder]],<ref>{{ cite web | url = http://www.gamespot.com/pc/strategy/spaceempiresv/review.html | title = Gamespot Review - Space Empires V | author = Jeff Lackey | publisher = GameSpot | date = 2006-11-03 | accessdate = 2008-07-26 }}</ref> <ref name="Civ2manual">{{cite book | title= Sid Meier's Civilization II Instruction Manual|author=Jonatha Caspian-Kaufman|date=1996|publisher=[[MicroProse]]|language=English| accessdate=2008-06-16}}</ref> or a senate that can oust the player's political party or force them to make peace.<ref name="InternalPoliticalConstraints">{{ cite web | url = http://pc.ign.com/articles/384/384930p1.html | title = IGN Preview - Galactic Civilizations | publisher = IGN | author = Steve Butts | date = 2003-02-04 | accessdate = 2008-07-26 }}</ref><ref name="Civ2manual"/>

[[Image:C-Evo UI A thumb.png| thumb | right | ''[[C-Evo]]'' screen, highlighting the sub-windows used to manage an empire's economy. ]]

Such complexity requires players to manage a larger amount of information than other strategy games.<ref name="PALGNSoaSReview" /> Game designers often organize empire management into different [[Graphical user interface|interface]] screens and modes,<ref name="SOSA1upinterview"/> such as a separate screen for diplomacy,<ref name=lostempire-tacticular>i. {{cite web | url = http://archive.gamespy.com/reviews/march03/galacticcivpc/index2.shtml | title = GameSpy Review - Galactic Civilizations | date = 2003-03-28 | author = Allen "Delsyn" Rausch | publisher = GameSpy | accessdate = 2008-07-26 }}<br /> ii. {{cite web | author = | title = Review - Lost Empire | publisher = Tacticular Cancer | url =http://www.tacticularcancer.com/content.php?id=39 | author = YourConscience | date=2007-10-07 | accessdate =2008-07-26}}</ref> managing individual settlements, and managing battle tactics.<ref name="victory comparison"/><ref name="colonyscreen">{{cite web | author = Bruce Geryk | title =History of Space Empire Games - Master of Orion II: Battle at Antares | publisher = GameSpot | url =http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p3_04.html | date = 2001-08-08 | accessdate =2008-07-26}}</ref> Sometimes systems are intricate enough to resemble a [[minigame]].<ref>{{cite web | author = William Abner | title = Galactic Civilizations II: Dread Lords Review | url = http://www.gameshark.com/pc/reviews/2327/Galactic-Civilizations-II-Dread-Lords-Review.htm | date = 2006-03-28 | publisher = GameShark | accessdate = 2008-07-26}}</ref><ref name="IGNSE4Review" /> This is in contrast to most RTS games. ''[[Dune II]]'', which arguably established the conventions for the [[real-time strategy]] genre, was fundamentally designed to be a "flat interface," with no additional screens.<ref name=dunehistory>{{cite web | author = Bruce Geryk | title = A History of Real-Time Strategy Games - Dune II | publisher = GameSpot | url = http://www.gamespot.com/gamespot/features/all/real_time/index.html | date = 2001-03-30 | accessdate = 2008-07-26}}</ref>

Since 4X games involve managing a large, detailed empire, game sessions usually last longer than other strategy games.<ref name="SOSA1upinterview">{{ cite web | url=http://www.1up.com/do/previewPage?cId=3157343 | date = 2007-02-20 | author = GFW Staff | title=Previews: Sins of a Solar Empire | publisher=1up.com | accessdate = 2008-07-26 }}</ref> Game sessions may require several hours of play-time, which can be particularly problematic for multiplayer matches.<ref name="MOOmicro"/> For example, a small-scale campaign in ''Sins of a Solar Empire'' can last for over 12 hours.<ref name="BlogWiredSoaSReview" /> But a few 4X games such as [[Stars!]] aim for greater simplicity, resulting in quicker playing sessions.<ref>{{ cite web | url=http://uk.gamespot.com/pc/strategy/stars/review.html | author = T. Liam McDonald | publisher = gamespot | date = 1997-02-05 | title=Stars! for PC Review | accessdate=2008-06-23 }}</ref>

Because of repetitive actions and long-playing times, 4X games have been criticized for excessive [[micromanagement (computer gaming)|micromanagement]].<ref name="MOOmicro">{{ cite web | url=http://www.gamerevolution.com/preview/pc/master_of_orion_3 | publisher = Game Revolution | title=Master of Orion 3 preview for PC - Game Revolution | date = 2001-07-04 | author = Joshua Villines | accessdate=2008-07-26 }}</ref> In early stages of a game this is usually not a problem,<ref>{{ cite web | url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p3_01.html | publisher = GameSpot | author = Bruce Geryk | date = 2001-08-08 | title=GameSpot: A History of Space Empire Games; 1993-Present | accessdate=2008-07-26 }}</ref> but later in a game directing an empire's numerous planets or cities can demand several minutes to play a single turn. This increases playing-times, which are a particular burden in multiplayer games.<ref name="MOOmicro"/> 4X games began to offer [[artificial intelligence|AI]] [[governor]]s that automate the micromanagement of a colony's [[build order]]s, but players criticized these governors for making bad decisions. In response, developers have tried other approaches to reduce micromanagement,<ref name="IGNGalCivInterview">{{ cite web | url=http://pc.ign.com/articles/096/096013p1.html | title= IGN - Galactic Civilizations Interview | author = Steve Butts | date = 2001-06-21 | publisher = IGN | accessdate=2008-07-26 }}</ref> and some approaches have been more well-received than others. Commentators generally agree that ''[[Galactic Civilizations]]'' succeeds, particularly through its use of programmable governors.<ref name="MetacriticGalCiv">{{ cite web | url=http://www.metacritic.com/games/platforms/pc/galacticcivilizations?q=Galactic%20Civilizations | title=Galactic Civilizations reviews | publisher=Metacritic.com | accessdate=2008-06-20 }}</ref><ref>{{ cite web | url=http://www.gamingnexus.com/Article/Galactic-Civilizations/Page0/Item260.aspx | date =2006-06-16 | title=Galactic Civilizations Review | author=Tyler Sager | publisher=Gaming Nexus | accessdate=2008-07-26 }}</ref> ''Sins of a Solar Empire'' was designed to reduce the incentives for micromanagement,<ref>{{ cite web | url=http://www.gameinformer.com/News/Story/200802/N08.0204.1124.40421.htm?Page=2 | date = 2008-02-04 | title= Game Informer: Thoughts On Sins - An Interview With Blair Fraser | author = Jeff Cork | publisher = Game Informer | accessdate=2008-06-23 }}</ref> and reviewers found that the game's [[User interface|interface]] made empire management more elegant.<ref name="PALGNSoaSReview"/><ref name="gamesharksins"/> On the other hand, ''[[Master of Orion III]]''' reduced micromanagement by limiting complete player control over their empire,<ref name="imperialfocus"/> and reviewers reacted with a mixed reception.<ref name="MetacriticMOO3">{{ cite web | url=http://www.metacritic.com/games/platforms/pc/masteroforion3 | title=Master of Orion 3 reviews | publisher=Metacritic.com | accessdate=2008-06-20 }}</ref>

== History ==
===Origin===
[[Image:Sid_Meier_cropped.jpg|thumb|right|[[Sid Meier]], the creator of the ''[[Civilization (series)|Civilization series]]'' of 4X games.]]

Early 4X games were influenced by [[board game]]s and [[Text-based game| text-based computer games]] from the 1970s.<ref name="gamespyHistory">{{cite web | publisher= [[GameSpy]] | author= Dave "Fargo" Kosak | title= Rich "Zdim" Carlson of Looking Glass Studios: The History of Computer Games - Part I | | url=http://archive.gamespy.com/legacy/articles/devweek_l.shtm | accessdate = 2008-06-18 }}</ref> ''[[Andromeda Conquest]]'' and ''[[Reach for the Stars (computer game)| Reach for the Stars]]'' were published in 1983, and are now seen as 4X games in retrospect. Although ''Andromeda Conquest'' was only a simple game of empire expansion, ''Reach for the Stars'' introduced the relationship between economic growth, technological progress, and conquest.<ref name="earlygameconventions">{{cite web | author = Bruce Geryk | title =History of Space Empire Games - The Early Years 1980-1992 | publisher = GameSpot | url =http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p2_01.html | date = 2001-08-08 | accessdate =2008-07-26}}</ref>

In 1990, [[Sid Meier]] released ''[[Civilization (computer game)|Civilization]]'' and popularized the level of detail that has become a staple of the genre.<ref name="civfirst">{{cite web | title = IGN Videogame Hall of Fame: Civilization | publisher = IGN | url=http://games.ign.com/halloffame/civilization.html | accessdate = 2008-05-21}}</ref> Sid Meier's ''Civilization'' was influenced by [[board games]] such as ''[[Risk (game)|Risk]]'' and the [[Avalon Hill]] board game also called ''[[Civilization (board game)| Civilization]]''. A notable similarity between the ''Civilization'' computer game and board game is the importance of diplomacy and technological advancement.<ref name="civhistory">{{cite web | author=Benj Edwards |title=The History of Civilization | publisher = Gamasutra | url=http://www.gamasutra.com/view/feature/1523/the_history_of_civilization.php?page=2 | accessdate = 2008-05-21}}</ref> Sid Meier's ''Civilization'' was also influenced by [[personal computer game]]s such as the [[city-building game|city management game]] ''[[SimCity]]'' and the [[Wargame (video games)|wargame]] ''[[Classic Empire (computer game)|Empire]]''.<ref name="civhistory"/> ''Civilization'' became widely successful and influenced many 4X games to come.<ref name="civfirst"/>

In 1991, two highly influential space games were released. ''[[VGA Planets]]'' was released for the PC, while ''[[Spaceward Ho!]]'' was released on the [[Apple Macintosh]]. ''Spaceward Ho'' emphasized relatively simple gameplay that was still challenging. But 4X space games were ultimately more influenced by ''VGA Planets'' and its more complex gameplay.<ref name="1991spaceempires">{{ cite web | author = Bruce Geryk | url=http://www.gamespot.com/gamespot/features/pc/history_spaceempire/p2_03.html | title=GameSpot - A History of Space Empire Games: VGA Planets and Spaceward Ho! | publisher = GameSpot| date = 2001-08-08 |accessdate=2008-07-26 }}</ref>

The term "4X" was first used in 1993, when [[Alan Emrich]] was describing the gameplay of ''[[Master of Orion]]'' in a preview.<ref name="Emrich1993" /> ''Master of Orion'' was influenced by prior 4X games such as ''Reach for the Stars''.<ref>{{cite web | url = http://archive.gamespy.com/articles/february02/strat04/ | title = Strategy Gaming: Part IV -- In the Beginning | publisher = GameSpy | author = Mark H. Walker | date = 2002-02 | accessdate = 2008-07-25 }}</ref> This game is considered a classic for its elegant yet deep game design, and set a new standard for 4X games.<ref name="colonyscreen"/> Eventually, the "4X" label was adopted by the game industry, and is now applied to several earlier game releases.<ref name=space4xintro/>

===Peak===
Following the success of ''Civilization'' and ''Master of Orion'', other developers began releasing their own 4X games. In 1994, the long-standing ''[[Space Empires]]'' series began as [[shareware]],<ref name=space4xintro/> while [[Stardock]] launched its first version of the ''[[Galactic Civilizations]]'' series for [[OS/2]].<ref>{{ cite web | url=http://www.stardock.com/products/gcgold/ | title=Galactic Civilizations Gold | publisher = StarDock | accessdate=2008-06-22 }}</ref> ''[[Ascendancy (computer game)|Ascendancy]]'' and ''[[Stars!]]'' were released in 1995, and both continued the genre's emphasis on strategic depth and empire management.<ref name=space4xintro/> Meanwhile, the ''Civilization'' and ''Master of Orion'' franchises expanded their market with versions for the [[Apple Macintosh]].<ref>{{ cite web | url=http://uk.gamespot.com/mac/strategy/masteroforion2/index.html | publisher = GameSpot | date = 1996 | title=Master of Orion II for Mac | accessdate=2008-06-20 }}</ref><ref>{{cite web | url = http://www.mobygames.com/game/sid-meiers-civilization | publisher = Moby Games | title = MobyGames - Sid Meier's Civilization | accessdate = 2008-06-24 }}</ref> [[Sid Meier]]'s team also produced ''[[Colonization (computer game)|Colonization]]'' in 1994 and ''[[Civilization II]]'' in 1996,<ref>{{cite web | url = http://www.mobygames.com/developer/sheet/view/by_genre/developerId,3/ | publisher = Moby Games | title = MobyGames - Side Meier Gameography | date = 2008-06-24 }}</ref> while [[Simtex]] followed up ''Master of Orion'' with ''[[Master of Magic]]'' in 1993 and ''[[Master of Orion II: Battle at Antares|Master of Orion II]]'' in 1996.<ref>{{cite web |author = James Fudge | date = 2000-12-30 | url=http://www.gamespy.com/articles/493/493221p1.html | title = GameSpy Hall of Fame - Master of Magic | publisher = GameSpy | accessdate = 2008-07-26 }}</ref>

By the late 1990s, [[real-time strategy]] games began outselling turn-based games.<ref name="gamespyRTSvsTBS">{{cite web | author = Mark H. Walker | url= http://archive.gamespy.com/articles/february02/strategygames05/index2.shtm | publisher = GameSpy.com | title = Strategy Gaming: Part V -- Real-Time vs. Turn-Based | date = 2002-02 | accessdate = 2008-06-24 }}</ref> As RTS games surged in popularity, major 4X franchises fell into difficulties. ''[[Civilization III]]'' encountered development problems followed by a rushed release in 2001.<ref>{{cite web |author = Kieron Gillen | url=http://www.rockpapershotgun.com/2008/02/20/making-of-soren-johnson-on-civ-4/ | publisher = Rock Paper Shotgun | date = 2008-02-08 | title = Making Of: Soren Johnson On Civ 4 | accessdate = 2008-07-26 }}</ref> Despite the excitement over ''[[Master of Orion III]]'', its release in 2003 was regarded as an ambitious failure.<ref name="MetacriticMOO3" /> [[Video game publisher|Game publishers]] eventually became risk-averse to releasing 4X games.<ref name="galcivGOTY" />

===Recent history===

Eventually [[real-time strategy|real-time]] 4X games were released, such as ''[[Imperium Galactica]]'' in 1997 and ''[[Starships Unlimited]]'' in 2001.<ref name="4XandRTS">{{cite web | author = Steve Butts | url=http://www.cbsgames.com/games/story/10646599 | work=CBS Games | title= News/Reviews - IGN: Sins of a Solar Empire | accessdate = 2008-03-31}}</ref><ref name="DeafGamersSUDG" /> This blend of 4X and [[real-time strategy]] gameplay led [[Ironclad Games]] to market their 2008 release ''[[Sins of a Solar Empire]]'' as a "RT4X" game.<ref name=gspot_sose>i. {{cite web | author =Tim Surette | title =Sins of a Solar Empire beta unveiled | publisher =[[GameSpot]] | date =2007-03-21 | url =http://www.gamespot.com/pc/strategy/sinsofasolarempire/news.html?sid=6167856 | accessdate =2008-07-26 }}<br /> ii. {{cite web | title =Sins of a Solar Empire | publisher =Ironclad Games | url =http://www.sinsofasolarempire.com/gameplay.aspx?c=1 | accessdate =2008-01-06 | quote =Sins of a Solar Empire is a "RT4X" game, blending the epic strategy and empire management of the 4X genre with the fast-paced and tactical elements of a real-time strategy title. }}</ref> This combination of features earned the game several Editor's Choice awards among major game publications.<ref>i. {{ cite web | url = http://www.gamespot.com/pc/strategy/sinsofasolarempire/review.html?tag=tabs;reviews | title = Sins of a Solar Empire for PC Review - GameSpot | publisher = GameSpot | date = 2008-02-13 | author = Jason Ocampo | accessdate = 2008-06-24}} <br /> ii. {{cite web | url = http://pc.gamespy.com/pc/sins-of-a-solar-empire/850906p1.html | author = By Allen 'Delsyn' Rausch | title = GameSpy: Sins of a Solar Empire Review | date = 2008-02-08 | publisher = GameSpy | accessdate = 2008-06-23 }}</ref>

Cross-fertilization between board games and computer games continued. For example, some aspects of ''Master of Orion III'' were drawn from the board game ''[[Twilight Imperium]]''.<ref name="MOO3DesignerDiaryDec2000">{{ cite web | url=http://moo3.quicksilver.com/diary/1200.html | title=Master of Orion III - Designer's Diary | date = 2000-12-13 | publisher = QuickSilver | author = | accessdate = 2008-07-26 }}</ref> Even ''Sins of a Solar Empire'' was inspired by the idea of adapting the board game ''Buck Rogers Battle for the 25th Century'' into a real-time video game.<ref>{{cite web | url = http://www.gamasutra.com/view/feature/3638/postmortem_ironcladstardocks_.php | title = Postmortem: Ironclad/Stardock's Sins of a Solar Empire | author = By Blair Fraser and Brad Wardell | publisher = Gamasutra | date = 2008-04-28 | accessdate = 2008-07-25 }}</ref> Going in the opposite direction, Eagle Games made a [[board game]] adaptation of ''Sid Meier's Civilization'' in 2002.<ref>{{cite web | url = http://pc.gamespy.com/pc/pirates-2004/540850p1.html | date = 2004-08-20 | author = Andrew S. Bub | publisher = GameSpy | title = Eagle Games' Glen Drover talks about Pirates, The Boardgame! | accessdate = 2008-07-26 }}</ref>

''[[Civilization IV]]'' was released at the end of 2005, and was considered the PC game of the year by several major game news websites and reviewers.<ref>{{cite web | url = http://www.2kgames.com/civ4/awards.htm | publisher = 2K Games | title = Civ IV Recognized in "Best of 2005" Awards | date = 2005-12-20 | accessdate = 2008-07-26}}</ref> By 2008, ''[[Civilization Revolution]]'' was released for the [[PlayStation 3]], [[Nintendo DS]] and [[Xbox 360]] [[Video game console| consoles]].<ref>{{cite web | url=http://www.eurogamer.net/article.php?article_id=79874 | date = 2007-07-16 | title= Firaxis explains lack of Civ PSP | accessdate = 2008-07-26 | author = Tom Bramwell | publisher= EuroGamer}}</ref> In the meantime, [[Stardock]] released ''[[Galactic Civilizations 2]]'' for the PC, which was considered the 6th best PC game of 2006 by [[GameSpy]].<ref name="galcivGOTY"/> This success has led Stardock's [[Brad Wardell]] to assert that 4X games have excellent growth potential, particularly among less hardcore players.<ref>{{ cite web | url=http://www.gamasutra.com/php-bin/news_index.php?story=14842 | date = 2007-07-26 | title=Stardock's Wardell Talks ''GalCiv'', Indie Power | publisher = Gamasutra | author = Alistair Wallis | accessdate=2008-07-26 }}</ref>

== See also==
*[[List of strategy video games]]
*[[Strategy video game]]
*[[Video game genres]]

==References==
{{reflist|2}}

{{VideoGameGenre}}

[[Category:4X video games| ]]
[[Category:Real-time strategy video games| ]]
[[Category:Strategy video games]]
[[Category:Turn-based strategy video games| ]]
[[Category:Video game genres]]

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[[es:Juego de construcción de imperios]]
[[fr:Jeu 4X]]
[[nl:4X]]
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[[ru:Глобальная стратегия]]
[[sv:4X]]
[[zh:4X概念体系]]

Version vom 26. Juli 2008, 19:21 Uhr

Vorlage:Otheruses

Datei:Civ2.jpg
Civilization II is a 4X strategy game.

4X is a genre of strategy video game where players control an empire and "eXplore, eXpand, eXploit, and eXterminate." This term was first used by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World.[1] Since 1993, other game commentators have adopted "4X" to describe any game with similar game design.[2][3]

4X games are noted for their deep, complex gameplay. These games emphasize economic and technological development, as well as a range of non-military routes to supremacy. Managing the details of a large empire can cause 4X games to take longer to complete than other strategy games. Since the amount of micromanagement required to sustain an empire scales as the empire grows, 4X games are sometimes criticized for becoming tedious near the end of the game.[4] As a result, several games have attempted to address these criticisms by reducing micromanagement.[5][6]

The earliest 4X games borrowed ideas from board games and from 1970s text-based computer games.[7] The first 4X games were turn-based, but real-time 4X games have been released as well.[2][8] The 4X genre saw an increase in published games in the mid-1990s, but were outsold by the real-time strategy genre in the late 1990s. In the new millennium, several 4X releases have been critically and commercially successful. One well-known 4X game is Sid Meier's Civilization series, which has sold over 8 million copies.[9]

Definition

Datei:Moo2GalaxyAndSystem400.png
4x 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 by exterminating all opponents.

The term "4X" originates from a 1993 preview of Master of Orion in Computer Gaming World by Alan Emrich, where he rated the game "XXXX" as a pun on the XXX rating for pornography.[1] The four X's were an abbreviation for explore, expand, exploit, exterminate.[1] Other game commentators eventually adopted the "4X" label to describe a game genre with specific gameplay conventions:[10]

  • Explore means players send scouts across a map to reveal surrounding territories.[10]
  • Expand means players claim new territory by creating new settlements, or sometimes by extending the influence of existing settlements.[10]
  • Exploit means players gather and use resources in areas they control, and improve the efficiency of that usage.[10]
  • Exterminate means attacking and eliminating rival players.[10] Since all territory is eventually claimed, eliminating a rival's presence can be the only way achieve further expansion.[10]

Sometimes these four elements of gameplay are described as phases, which often overlap.[11][12] These phases can vary in length depending on the game design. For example, Space Empires III 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.[13]

Difficulties in definition

Many strategy games arguably contain a similar "explore, expand, exploit, exterminate" cycle, including non-4X real-time strategy games such as Age of Empires or StarCraft.[14] But game journalists, developers and enthusiasts generally apply "4X" to a more specific class of strategy games.[3][14] Hence, writers have tried to show how 4X games are distinguished from other strategy games by more than just having each of the four X's. Gaming authorities have stated that 4X games are distinguished by offering the ability to win without extermination,[14][3] their greater complexity and scale,[14] and their intricate use of diplomacy beyond the standard "friend or foe" seen in other strategy games.[3] Game reviewers have confirmed that 4X games are well known for their large detailed empires and complex gameplay,[15][16] and have described diplomacy as a major feature of many 4X games.[17] However, the ability to win without extermination is not unique to 4X games. Even though MobyGames uses this requirement to exclude games such as Warcraft, Command & Conquer, Age of Empires, and Heroes of Might and Magic from the 4X genre,[3] both Age of Empires and Heroes of Might and Magic offer other victory conditions.[18][19]

Fifth X: eXperience

Vorlage:See also

In 2002, the pending release of Master of Orion III sparked claims that it would be the first "5X game". Alan Emrich announced that the fifth X would be the eXperience of delegating the ruler's authority to subordinates and sharing control over the empire.[20] This experience would require players to make judicious use of "Imperial Focus" each turn, and determine which details of their empire are pressing enough to require their direct intervention.[21] Master of Orion III received mixed comments from reviewers and players. Although a few reviewers liked the experience of delegating power to bureaucrats, the majority of reviewers found these limits on empire management frustrating or boring.[22]

This new "experience" also included the threat of unrest and revolt if players did not meet the demands of their citizens.[20] However, unrest and revolt had already been seen in the 4X genre. Civilization II included the possibilities of civil unrest in unhappy cities and of being over-ruled by the senate.[23] In Galactic Civilizations, the player's party can even be voted out of office.[24]

Gameplay

4X games are a subgenre of strategy games,[10] and include both turn-based and real-time strategy titles.[2][8] The gameplay involves building an empire,[15] which takes place in a setting such as earth,[25] a fantasy world,[11] or in space.[26] Each player takes control of a different civilization or race with unique characteristics and strengths. Most 4X games represent these racial differences with a collection of economic and military bonuses, although a few games such as Sword of the Stars offer widely different abilities to each race.[27]

Research and technology

One part of FreeOrion’s technology tree. Note the multiple branching paths between technologies.

4X games typically feature a technology tree, which is a series of advancements that players can research to unlock new units, buildings, and other capabilities.[28][3] Technology trees in 4X games are typically larger than in other strategy games, and feature more technology choices.[29] The main prerequisite for researching an advanced technology is knowledge of earlier technology. Typically, empires must generate research resources and invest them in new technology.[3] This is in contrast to non-4X real-time strategy games, where technological progress is achieved by building structures that grant access to more advanced structures and units.[30]

Research is important in 4X games because technological progress is an engine for conquest.[31] Battles are often won by superior military technology or greater numbers, rather than by tactics.[32][8] In contrast, military upgrades in non-4X games are sometimes small enough that basic units remain important all the way to the end of a game.[33]

Combat

Combat is an important part of 4X gameplay, because 4X games allow a player to win by exterminating all rival players, or by conquering a threshold amount of the game's universe.[3] 4X games vary in how combat is controlled. Some 4X games, such as Galactic Civilizations, resolve combat automatically, whenever two units from warring sides meet.[34] This is in contrast to other 4X games, such as Master of Orion, that allow players to manage battles on a tactical battle screen.[34][35] Even in 4X games with more detailed control over battles, victory is usually determined by superior numbers and technology rather than by tactics.[32] 4X games differ from other combat-focused strategy games by putting more emphasis on research and economics.[36][1] Researching new technology will grant access to new combat units. Some 4X games even allow players to research different unit components. This is more typical of space 4X games, where players may assemble a ship from a variety of engines, shields, and weaponry.[34]

Peaceful competition

Datei:GalCiv diplomacy 01.png
A diplomacy screen (Galactic Civilizations, shown here) is typical for 4X games where competing players may negotiate treaties.

4X games allow rival players to engage in diplomacy.[3][37][17] While some strategy games offer shared victory and team play, diplomatic relations are restricted to a binary choice between an ally or enemy. 4X games often allow more complex diplomatic relations between competitors who are not on the same team.[3] Aside from making allies and enemies, players are also able to trade resources and information with rivals.[2]

In addition to victory through conquest, 4X games usually offer peaceful victory conditions that involve no extermination of rival players.[3] For example, some 4X games offer victory to a player who achieves a certain score or the highest score after a certain number of turns.[38] Many 4X games award victory to an empire that makes its culture predominant over their rivals.[34] Others offer victory to the first player to complete an awe-inspiring achievement, which often involves researching some very difficult technology.Referenzfehler: Es fehlt ein schließendes </ref>. Several 4X games award "diplomatic victory" to anyone who can win an election decided by their rival players,[39] or maintain peace for a specified number of turns.[38]

Complexity

4X games are known for their complex gameplay,[28] and strategic depth.[15][40][6] Gameplay usually takes priority over polished graphics.[29] Whereas other strategy games focus on combat, 4X games also offer more detailed control over diplomacy, economics, and research.[36][1] This creates opportunities for diverse strategies.[37] This also challenges the player to manage several strategies simultaneously, and plan for long-term objectives.[41]

In order to experience a detailed model of a large empire, 4X games are designed with a complex set of game rules.[16] For example, the player's productivity may be limited by pollution.[42][23] Players may need to balance a budget, such as managing debt,[43] or paying down maintenance costs.[44] 4X games often model political challenges such as civil disorder,[45] [23] or a senate that can oust the player's political party or force them to make peace.[24][23]

Datei:C-Evo UI A thumb.png
C-Evo screen, highlighting the sub-windows used to manage an empire's economy.

Such complexity requires players to manage a larger amount of information than other strategy games.[6] Game designers often organize empire management into different interface screens and modes,[36] such as a separate screen for diplomacy,[46] managing individual settlements, and managing battle tactics.[34][35] Sometimes systems are intricate enough to resemble a minigame.[47][41] This is in contrast to most RTS 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.[30]

Since 4X games involve managing a large, detailed empire, game sessions usually last longer than other strategy games.[36] Game sessions may require several hours of play-time, which can be particularly problematic for multiplayer matches.[4] For example, a small-scale campaign in Sins of a Solar Empire can last for over 12 hours.[16] But a few 4X games such as Stars! aim for greater simplicity, resulting in quicker playing sessions.[48]

Because of repetitive actions and long-playing times, 4X games have been criticized for excessive micromanagement.[4] In early stages of a game this is usually not a problem,[49] but later in a game directing an empire's numerous planets or cities can demand several minutes to play a single turn. This increases playing-times, which are a particular burden in multiplayer games.[4] 4X games began to offer AI governors that automate the micromanagement of a colony's build orders, but players criticized these governors for making bad decisions. In response, developers have tried other approaches to reduce micromanagement,[50] and some approaches have been more well-received than others. Commentators generally agree that Galactic Civilizations succeeds, particularly through its use of programmable governors.[5][51] Sins of a Solar Empire was designed to reduce the incentives for micromanagement,[52] and reviewers found that the game's interface made empire management more elegant.[6][28] On the other hand, Master of Orion III' reduced micromanagement by limiting complete player control over their empire,[21] and reviewers reacted with a mixed reception.[22]

History

Origin

Sid Meier, the creator of the Civilization series of 4X games.

Early 4X games were influenced by board games and text-based computer games from the 1970s.[7] Andromeda Conquest and Reach for the Stars were published in 1983, and are now seen as 4X games in retrospect. Although Andromeda Conquest was only a simple game of empire expansion, Reach for the Stars introduced the relationship between economic growth, technological progress, and conquest.[31]

In 1990, Sid Meier released Civilization and popularized the level of detail that has become a staple of the genre.[53] Sid Meier's Civilization was influenced by board games such as Risk and the Avalon Hill board game also called Civilization. A notable similarity between the Civilization computer game and board game is the importance of diplomacy and technological advancement.[54] Sid Meier's Civilization was also influenced by personal computer games such as the city management game SimCity and the wargame Empire.[54] Civilization became widely successful and influenced many 4X games to come.[53]

In 1991, two highly influential space games were released. VGA Planets was released for the PC, while Spaceward Ho! was released on the Apple Macintosh. Spaceward Ho emphasized relatively simple gameplay that was still challenging. But 4X space games were ultimately more influenced by VGA Planets and its more complex gameplay.[55]

The term "4X" was first used in 1993, when Alan Emrich was describing the gameplay of Master of Orion in a preview.[1] Master of Orion was influenced by prior 4X games such as Reach for the Stars.[56] This game is considered a classic for its elegant yet deep game design, and set a new standard for 4X games.[35] Eventually, the "4X" label was adopted by the game industry, and is now applied to several earlier game releases.[26]

Peak

Following the success of Civilization and Master of Orion, other developers began releasing their own 4X games. In 1994, the long-standing Space Empires series began as shareware,[26] while Stardock launched its first version of the Galactic Civilizations series for OS/2.[57] Ascendancy and Stars! were released in 1995, and both continued the genre's emphasis on strategic depth and empire management.[26] Meanwhile, the Civilization and Master of Orion franchises expanded their market with versions for the Apple Macintosh.[58][59] Sid Meier's team also produced Colonization in 1994 and Civilization II in 1996,[60] while Simtex followed up Master of Orion with Master of Magic in 1993 and Master of Orion II in 1996.[61]

By the late 1990s, real-time strategy games began outselling turn-based games.[62] As RTS games surged in popularity, major 4X franchises fell into difficulties. Civilization III encountered development problems followed by a rushed release in 2001.[63] Despite the excitement over Master of Orion III, its release in 2003 was regarded as an ambitious failure.[22] Game publishers eventually became risk-averse to releasing 4X games.[15]

Recent history

Eventually real-time 4X games were released, such as Imperium Galactica in 1997 and Starships Unlimited in 2001.[8][2] This blend of 4X and real-time strategy gameplay led Ironclad Games to market their 2008 release Sins of a Solar Empire as a "RT4X" game.[64] This combination of features earned the game several Editor's Choice awards among major game publications.[65]

Cross-fertilization between board games and computer games continued. For example, some aspects of Master of Orion III were drawn from the board game Twilight Imperium.[66] Even Sins of a Solar Empire was inspired by the idea of adapting the board game Buck Rogers Battle for the 25th Century into a real-time video game.[67] Going in the opposite direction, Eagle Games made a board game adaptation of Sid Meier's Civilization in 2002.[68]

Civilization IV was released at the end of 2005, and was considered the PC game of the year by several major game news websites and reviewers.[69] By 2008, Civilization Revolution was released for the PlayStation 3, Nintendo DS and Xbox 360 consoles.[70] In the meantime, Stardock released Galactic Civilizations 2 for the PC, which was considered the 6th best PC game of 2006 by GameSpy.[15] This success has led Stardock's Brad Wardell to assert that 4X games have excellent growth potential, particularly among less hardcore players.[71]

See also

References

Vorlage:Reflist

Vorlage:VideoGameGenre

de:Globalstrategiespiel

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