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Basics of a 4x game

Basics of a 4x game

I would like everyones opinion. What do you think makes a good 4x game?
121,693 views 35 replies
Reply #26 Top
The most important 4x feature is tons and tons of units, buildings, improvments, techs etc, ALOT. Sins isn't very 4x in this area.



I strongly disagree that this the "most important" feature in 4X games. A large number of units, buildings, technolgies, etc. is worthless unless they're not only meaningful, but balanced as well. I've seen too many games that have exactly those things, only to discover that some things are overpowered while other stuff isn't even worth getting.


Sometimes less really is more.  :D 
Reply #27 Top
You also need special abilities. The people you play as have to have stuff only they can do.
Reply #28 Top
Evolution of Gameplay. It's not the most important thing, but it is one of those things that separates good games from great games.

Alpha Centauri (AC) is a prime example of this.

In AC, the gameplay changes. Technology doesn't merely give you "bigger numbers" (Factory 2, which is better than Factory 1, etc). Certain technologies fundamentally change how you play the game.

Take the basic economic model of land improvement, for example. In the early part of the game, the ability for Terraformers to plant forests is worthless. Forests may fight Xenofungus pretty well, but they're utterly useless for providing your cities with vital resources. You're better off laying down farms, mines, and solar collectors.

Well, until you start hitting the, for want of a better word, forestry techs. These provide buildings for your cities that allow them to get good resources from forests. Now, it's never quite as good as it would be if you properly manicured the land with boreholes and so forth. But it provides a good balance to all of your cities, and forests tend to grow on their own.

Later on, you get the ability to build satelites that beam resources to all of your cities. This fundamentally changes how you approach economics in the game. Rather than improving land, it's more efficient for you to build large numbers of satelites of each type, and let the resources fall from the sky. The downside: you have to dedicate a lot of production to it over a long period of time (much like building Econ starbases for their production bonuses in GC2).

The basic economic model, the foundation on which the game is built, radically changes over the course of the game.

Something similar happens with units too. In the early parts of the game, you have ground units. You can make units that move 1 movement per turn, or 2. This is an important choice, since units with 2 movement can retreat from a battle if they're losing (and they have a movement point remaining). However, it is very costly to build a unit that can move fast, attack hard, and have 2 movement, so there's still a reason to have 1 movement units around.

Then, things change; the status quo is overturned. Resting at the apex of the triad of victory is Doctrine: Air Power. Once you get that tech, suddenly you have flying units. They bypass terrain. They can travel long distances. But they can only attack once. Air-to-air fighters must return to a city on the turn they launched, while bomber-type air units (can't attack other air) attack once then have to return to a city on their next turn.

This fundamentally changes the flow of battle. Approaching a city with your ground units is going to be much more difficult if your opponent can take them out (or just wound them) with air units. And if one of their cities is close enough, he can strike at one of yours directly with his bombers. There are counters to these, but they can be somewhat expensive, and all of them require Doctrine: Air Power. The only saving grace is that air units cannot take cities; you still need ground units for that.

Later on, you learn a tech that provides you with Copter air units. Copters are unique air units in that they can attack multiple times per turn (one per movement remaining). They also do not need to return to a base at the end of the turn. But if they don't, then they take one third their maximum Hp in damage. Copters are devastating when used properly, as they can do more damage than an equal number of bombers. Suicide copters can be very dangerous.

Beyond that, you can get drop pods for your ground units. This allows the to, if they are in a base, suddenly jump to a location fairly far away. With later technologies, you can jump them to any square on the entire planet. Cloaked ground units can do this too, and nobody will know about it until you roll your GravTank up to a city that thought it was safe and say "Hi."

And after all that, you get the ultimate unit movement type (well, almost): the GravShip. It's an air unit that does not need to go back to base at all, and it can take cities. It also has the largest movement in the game. It doesn't have the ability of the Copter to attack multiple times per turn, but you can bring a few Copters along to soften up the defenses.

More 4X games need to do this kind of Evolution in Gameplay in their games.
Reply #29 Top
More 4X games need to do this kind of Evolution in Gameplay in their games.


Alfonse, that was a really swell summary that put lots of details back into my extremely fond memories of SMAC. I surely hope that the Stardock devs keep this basic theme front and center as they work on NotMoM2, and eventually GC3.

Man, I used to love that moment when I finally had both helicopters and drop pods...
Reply #30 Top
That is a pretty good summary. I need to get the game so I can see what you are talking about.
Reply #31 Top
SMAC was indeed filled with such "gimmicks" to complexify gameplay. It may be good or bad depending on what the player wants... IMHO, the learning curve is boosted accordingly though. It's quite alright, cuz in the long-term, players DID get to have a highly detailed ride in such a Sci-Fi context and even more than what they bargained for in certain areas.

I was stuck in that game for weeks trying to realize (or comprehend, if you like) the whole concept before having to take a monthly break only to return to it within days - hypnotized that i was from the tricky techno steps encountered and yet to be experienced.

I'd say, Alpha Centauri took Civilization beyond the tree components and its elements... which was really great. Back then, though. :)

- Zyxpsilon.
Reply #32 Top
Dang. Where can I buy this game? it sounds good. I appreciate your support of this thread.
Reply #33 Top
Where can I buy this game?


I think it is out of publication, although the Firaxis site doesn't say anything direct about that. I got search hits from a couple of retailers I don't recognize--they appear to be eBay people.

Maybe someone around here has a used copy they could sell to you. I don't know where mine is anymore, or I'd offer it.
Reply #34 Top
dang. Oh well. What can you do. *shrug*
Reply #35 Top
Does anyone know where I can get the stargate worlds demo?