4X (abbreviation of Explore, Expand, Exploit, Exterminate) is a subgenre of strategy-based computer and board games,[1][2][3] and includes both turn-based and real-time strategy titles.
[6] Emphasis is placed upon economic and technological development, as well as a range of military and non-military routes to supremacy.
Sid Meier's Civilization is an important example from this formative era, and popularized the level of detail that later became a staple of the genre.
In the board (and card) game domain, 4X is less of a distinct genre, in part because of the practical constraints of components and playing time.
[7] Emrich wrote, "Quadruple-X - I give MOO a XXXX rating because it features the essential four X's of any good strategic conquest game: EXplore, EXpand, EXploit and EXterminate.
In other words, players must rise from humble beginnings, finding their way around the map while building up the largest, most efficient empire possible.
[10] For example, the Space Empires series and Galactic Civilizations II: Dark Avatar have a long expansion phase, because players must make large investments in research to explore and expand into all areas.
[11][12][13] Emrich later expanded his concept for designing Master of Orion 3 with a fifth X, eXperience, an aspect that came with the subject matter of the game.
[15] Reviewers have also said that 4X games feature a range of diplomatic options,[20][21][22][23] and that they are well known for their large detailed empires and complex gameplay.
[4][5] The gameplay involves building an empire,[6] which takes place in a setting such as Earth,[24] a fantasy world, or in space.
4X games typically feature a technology tree, which represents a series of advancements that players can unlock to gain new units, buildings, and other capabilities.
[32] Some 4X games, such as Galactic Civilizations, resolve battles automatically, whenever two units from warring sides meet.
This is more typical of space 4X games, where players may assemble a ship from a variety of engines, shields, and weaponry.
[20][21][22][23] While some strategy games may offer shared victory and team play, diplomatic relations tend to be restricted to a binary choice between an ally or enemy.
[35] Many 4X games award victory to the first player to master an advanced technology, accumulate a large amount of culture, or complete an awe-inspiring achievement.
[33] Several 4X games award "diplomatic victory" to anyone who can win an election decided by their rival players,[36][37] or maintain peace for a specified number of turns.
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.
[22] However, fans of the genre often expect and embrace these long game sessions;[51] Emrich wrote that "when the various parts are properly designed, other X's seem to follow.
Commentators generally agree that Galactic Civilizations succeeds, which GamingNexus.com attributes to the game's use of programmable governors.
[23][38] On the other hand, Master of Orion III reduced micromanagement by limiting complete player control over their empire.
[59] Cosmic Balance II, Andromeda Conquest and Reach for the Stars were published in 1983, and are now seen retrospectively as 4X games.
[77] Despite the excitement over Master of Orion III, its release in 2003 was met with criticism for its lack of player control, poor interface, and weak AI.
[79] Among major changes to the series have been new victory conditions, switching from a square to a hex-based grid, de-stacking military units to encourage more strategic battles, and more customizable options for governance and culture.
These series, as of 2023, remain under active development at Paradox, along with Stellaris (2016), a grand strategy title based on space conflict.
[87][88] The 4X genre has also been extended by gamers who have supported free software releases such as Freeciv,[89] FreeCol,[90] Freeorion, Golden Age of Civilizations,[91] and C-evo.
Grand strategy games typically lack such victory conditions and instead scope themselves over a definite period of time, with specific starting and ending dates.
As in 4X games, players are usually ranked on their overall achievements at the end of a campaign, and in grand strategies this is usually the only factor accounted for in victory.
As there is no way for players to "rush" toward instant victory thresholds (military or otherwise), and thus no simple way for any one player to credibly brandish the threat of imminent and irremediable defeat against the others, contest in grand strategies typically emerges more organically than in 4X games, when and where it is geopolitically meaningful, rather than as the inevitable outcome of a game's initial configuration as a battle royal.
For example, some aspects of Master of Orion III were drawn from the first edition of the board game Twilight Imperium.
[107] As of June 2023[update], BoardGameGeek listed slightly over 200 board games classified under 4X type, including titles such as Eclipse (2011) and Heroes of Land, Air & Sea (2018).