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Strategy & Simulation

Long-term thinking, emergent systems, and the joy of complexity

Strategy
Bos Wars real-time strategy game screenshot showing base construction and units
Bos Wars, an open-source real-time strategy game illustrating the base-building and unit management mechanics central to the genre.
License: GPL v2+
First chess programBernstein Chess (IBM, 1957)
City sim originSimCity (Maxis/Will Wright, 1989)
Defining 4X gameCivilization (Meier/Shelley, 1991)
Key creatorsSid Meier, Will Wright, Chris Crawford

Strategy and simulation games reward planning, resource management, and systems thinking. From chess programs to Civilization, SimCity to X-COM, these games challenge players to manage complexity — and created gaming's deepest intellectual traditions and most devoted communities.

Overview

Strategy games require planning and decision-making over longer time horizons than action games, trading immediate reflex demands for deeper intellectual engagement. Simulation games model real-world systems — cities, economies, armies, ecosystems — allowing players to understand and manipulate complexity emergently. The two genres overlap significantly: Civilization simulates the sweep of human history as a strategic competition; SimCity simulates civic management as an open-ended strategy challenge with no defined end state.

History

Computer chess programs predated the video game industry. Claude Shannon's 1950 paper "Programming a Computer for Playing Chess" laid the theoretical foundation. IBM's Bernstein Chess Program (1957) was the first complete chess program capable of playing a legal game. Chess programming became a benchmark for artificial intelligence for decades, culminating in IBM Deep Blue defeating world champion Garry Kasparov in 1997.

Wargames on the PLATO network inspired the first commercial strategy titles. Walter Bright's Empire (1977) — a text-based world conquest game — influenced everything from Risk adaptations to Civilization. Board game publisher Avalon Hill computerised its war games through the early 1980s, building a dedicated strategy audience on Apple II and TRS-80 machines.

Sid Meier's Pirates! (1987) proved that complex simulation games could have mainstream appeal through personality and humour. Meier followed with Civilization (1991), co-designed with Bruce Shelley — a turn-based empire-building game spanning the Bronze Age to the space age. Civilization consumed players for entire nights; "one more turn" became gaming's most recognisable compulsion and the defining shorthand for compelling design.

Will Wright's SimCity (1989) created the city-building simulation genre. Players zoned land, built infrastructure, managed budgets, and survived disasters in an open-ended simulation with no win condition. Wright's design philosophy — emergent complexity from simple rules, the player as scientist and the game as laboratory — influenced game design theory profoundly and eventually produced The Sims, one of the best-selling franchises in gaming history.

Mechanics

Turn-based strategy games give players unlimited time to plan, rewarding deep analysis and long-term thinking. Real-time strategy (RTS) adds time pressure, demanding faster decision-making and parallel task management. 4X games (Explore, Expand, Exploit, Exterminate) offer the broadest scope: players build civilisations from scratch across historical epochs. Management simulations replace combat with resource allocation and systemic optimisation — understanding feedback loops and emergent behaviour rather than defeating opponents.

Cultural Impact

Civilization is regularly cited as a game that genuinely changed how players think about history, geography, and political systems. Academics have assigned it in courses on international relations. The "Civilization Paradox" — a game designed to be educational about history that is simultaneously deeply inaccurate in its simplifications — sparked productive debate about games as historical models and metaphors. SimCity influenced real urban planners and became a standard in urban design education. Will Wright's design philosophy — games as systems to understand rather than stories to consume — remains the most intellectually ambitious tradition in the medium.

30 Games in Archive

The Sumerian Game
1960s

The Sumerian Game

1964 · Strategy

IBM 7090

Hamurabi
1960s
▶ Play

Hamurabi

1968 · Strategy

PDP-8 / BASIC

Lunar Lander (1969)
1960s

Lunar Lander (1969)

1969 · Simulation

PDP-8

Star Trek (BASIC)
1960s
▶ Play

Star Trek (BASIC)

1971 · Strategy

BASIC / SDS Sigma 7

Lunar Lander
1970s

Lunar Lander

1979 · Simulation

Arcade

M.U.L.E.
1980s
▶ Play

M.U.L.E.

1983 · Strategy

Atari 8-bit / Multiple

Archon
1980s

Archon

1983 · Strategy

Atari 8-bit / Apple II

Elite
1980s
▶ Play

Elite

1984 · Space Trading / Simulation

BBC Micro / Multiple

Spy vs. Spy
1980s

Spy vs. Spy

1984 · Action / Strategy

Commodore 64 / Multiple

Where in the World Is Carmen Sandiego?
1980s
▶ Play

Where in the World Is Carmen Sandiego?

1985 · Educational

Apple II / Multiple

The Oregon Trail
1980s
▶ Play

The Oregon Trail

1985 · Educational / Strategy

Apple II / DOS

Pirates!
1980s
▶ Play

Pirates!

1987 · Strategy / Action

Commodore 64 / Multiple

SimCity
1980s
▶ Play

SimCity

1989 · City Building / Simulation

Macintosh / PC

Microsoft Flight Simulator
1980s

Microsoft Flight Simulator

1982 · Simulation

PC/DOS

Civilization
1990s

Civilization

1991 · Strategy

PC/DOS

Warcraft II: Tides of Darkness
1990s

Warcraft II: Tides of Darkness

1995 · Strategy

PC/DOS

Command and Conquer
1990s

Command and Conquer

1995 · Strategy

PC/DOS

StarCraft
1990s

StarCraft

1998 · Strategy

PC

Dune II: The Building of a Dynasty
1990s

Dune II: The Building of a Dynasty

1992 · Strategy

PC/DOS

X-COM: UFO Defense
1990s

X-COM: UFO Defense

1994 · Strategy

PC/DOS

Age of Empires
1990s

Age of Empires

1997 · Strategy

PC

Age of Empires II: The Age of Kings
1990s

Age of Empires II: The Age of Kings

1999 · Strategy

PC

Command and Conquer: Red Alert
1990s

Command and Conquer: Red Alert

1996 · Strategy

PC

Military Madness
1980s

Military Madness

1989 · Strategy

TurboGrafx-16

Pilotwings
1990s

Pilotwings

1990 · Simulation

SNES

Populous
1980s

Populous

1989 · Strategy

Amiga

Civilization
1990s

Civilization

1991 · Strategy

Amiga

Theme Park
1990s

Theme Park

1994 · Simulation

Amiga

Worms
1990s

Worms

1995 · Strategy

Amiga

The Seven Cities of Gold
1980s

The Seven Cities of Gold

1984 · Strategy

Atari 8-bit