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Andromeda Conquest
Publisher: Avalon Hill
Developer: Avalon Hill
Released: 1982
Andromeda Conquest was one of the earliest space conquest games for the PC. While it technically fits all the requirements of a 4X game, the game elements are fairly rudimentary and amount to little more than a strategy game in which you hop from system to system. In fact, the object of the single-player game is simply to colonize 10 star systems in as few turns as possible. The multiplayer game is likewise a far cry from today's extermination-fixated games: The goal is to hold and control 10 star systems for a single turn.
![]() Andromeda Conquest came with mapping paper to plot the star map--an attempt to surmount primitive graphics, which seems incredible today. |
Reach for the Stars
Publisher: Strategic Studies Group
Developer: Roger Keating and Ian Trout
Released: 1983
![]() Game box cover from 3rd edition--1988 |
![]() The location of the systems in the Reach for the Stars universe didn't change, and this led to the development of almost board-game-like opening moves and strategies. |
The location of the systems in the Reach for the Stars universe didn't change, and this led to the development of almost board-game-like opening moves and strategies.
Playing the game almost 18 years later, you are struck by the extent to which such games seemed complicated simply because of the inaccessibility of information. There are a lot of simple mathematical relationships between things such as resource points and population/social levels, but today's ubiquitous summary screens means that you have to do much of the math by hand if you're going to plan ahead. It's this kind of mental calculation that modern interfaces have done so much to eliminate, thus making much more complex games somehow seem simpler and easier to assimilate.
Reach for the Stars created the first real model for linking economics, population management, technology research, and space combat in an interesting and replayable way. Subsequent games expanded, modified, rearranged, and even rethought many elements of this combination, but the basic assumptions of population growth, industrial expansion, and technological progress as the engine for galactic conquest were cemented by SSG's landmark release. Reach for the Stars went through three revisions--the last in 1988--and for a long time was the final word in 4X space games.
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