2024X: A Golden Age of 4X

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Many fans of the 4X genre refer back to the 90s as “the Golden Age of 4X”. It makes sense, as some of the greatest games ever made in the genre, such as Civilization 2, Master of Orion 1 and 2, Master of Magic, Colonization, and more, were released in the 1990s.

Those games are the pillars of the genre. They’ve influenced every single 4X game released since.

Then, about a decade ago, many started asking if we were on the verge of yet another 4X golden age, but Oliver argued against it (eXplorminate eXposition). Looking back, I’d disagree with Oliver, as some games of the 2010s were outstanding and have significantly affected the genre.

For example, games like Endless Legend, Endless Space 2, Stellaris, Civilization 6, and even the Stardrives have certainly influenced the future generations of 4X games. A few of them are still being updated and played today.

But now, in 2024X – yes, I’m coining this term and proud of it – I can’t help but consider that too many quality 4X games are being released not to revisit this Golden Age question. In the past few years, we’ve seen Age of Wonders 4, Old World, Distant Worlds 2 (getting better), Dune: Spice Wars, Master of Magic Reboot, Galactic Civilizations 4 (Supernova), Interstellar Space: Genesis, Imperiums: Greek Wars, Revival: Recolonization, Spellforce: Conquest of Eo, and even the hot and cold HUMANKIND, along the many expansions that have improved their base games.

With games like Ara: History Untold, Alliance of the Sacred Suns, Revival: Recolonization, Millennia, ZEPHON, Sins of a Solar Empire 2, and even more indie endeavors, like the revived Dominus Galaxia, Ataxia, or even the prehistoric 4X, Folk Emerging, are all likely to at least attempt new spins on the genre.

Even better, I’m also in the beta testing group for several unannounced 4X games that will undoubtedly excite our niche’s fans. One of these, I fully suspect, will be announced this year, and the rumors are already flying about it over at r/4Xgaming.

My main concern for the genre in 2023 was its somewhat formulaic approach to most of its entries. Players don’t need more of the same, only “flashier” and more user-friendly. We’ve had plenty of those games. We need to see more 4X games try to push the formula in new and exciting directions. To quote Star Trek, they must start “boldly going where no (4X game) has gone before.”

I see much of that in the 4X and grand strategy games of 2024: Alliance of the Sacred Suns will take macro management to a new level. Now billing itself as a “sci-fi grand-strategy RPG,” Alliance of the Sacred Suns looks to take the best elements of the 4X and grand strategy genres and marry them with a tasty RPG flavor. You’ll lead your empire and make decisions at the macro level, all while dropping those sweet, sweet attribute and skill points to make your emperor more capable. And the game looks so. much. better. than it did just a year or two ago.

While still color-coded, Alliance of the Sacred Suns took on a more muted look for a more aesthetically pleasing user interface.

Here’s hoping Steve and Kathawk games can get this one across the finish line in 2024X. Last we spoke to Steve on the podcast (eXplorminate podcast), he just radiates with passion and excitement for this project, so we know he and his small team will be up to the task. We’ll find out later this year!

Next, players will get their hands on Millennia (Steam Link) later this year, a historical 4X with plans to add alternative history ages to transform history as we know it. While it may not be quite the looker that some of the other games of this generation are, the alternative history paths that you can take, along with a more nuanced and deep economy model than most 4X games, might be enough to capture the imagination of most players. There is also a “National Spirits” mechanic that allows civilizations the opportunity to hone in their national focus every new Age of time, taking a page from HUMANKIND’s book while forgoing the whole “my entire civilization just changed its whole appearance and culture” effect that jarred many would-be fans of HUMANKIND.

The National Spirits system is a lot like the culture system of HUMANKIND, only less jarring.

Next, ZEPHON will push combat in 4X in ways only Proxy Studios has figured out. The developers of Warhammer 40K: Gladius – Relics of War (what a mouthful, still) are deep into their next project, free of the 40K license. While it still feels, looks, and plays pretty similarly to Gladius, the main differences will include three branching technology paths (Human, “Voice,” or Cyber), an “RPG-like” diplomacy system, distinct leader abilities, and more. You can already play the latest demo here: ZEPHON demo on Steam (Steam Link).

If ZEPHON can add to its already excellent Gladius formula (eXplorminate review) with what’s planned, there is no way it doesn’t offer a few dozen hours of 4X fun. I hope that they really lean into those “distinct leader abilities” that they advertise. That will significantly add to its replayability. And significantly add to my excitement for it. We’ll find out later this year, and I’m frothing at the bit to see the final product.

No, this is not Gladius. But that doesn’t mean that ZEPHON won’t be memorable. Taking the best of Gladius and adding more role-playing elements sounds fantastic.

Revival: Recolonization (Steam Link) promises to be released into its “final” form in 2024X and is shaping into something special. You start in a post-apocalyptic world with only your emissary, some warriors, and a purpose. You’ll rebuild Earth to your liking, assimilating tribes along the way while fighting off other tribespeople, emissaries, and the All-Mind, a sentient group of robots hellbent on re-apocalypsing the Earth. No, that’s not a word, but I’m keeping it.

In doing so, you’ll manipulate the environment, bend the temperature and climate to your will, and progress through a unique tech tree full of stone age to futuristic technologies to unlock. Oh, and did I mention mammoths with artillery cannons on their back? I should have. You can command those in turn-based combat, which is both quick and exciting enough to keep you in the game. It’s a huge draw, in my opinion.

Yes, that’s a mammoth with a giant turret on its back.

While already in Early Access, Revival: Recolonization is nearing its v1.0 with an “Emmisary Update.” It’s the last step on its Early Access roadmap, and after some time with it, aside from some more polish and quality of life improvements (I want to hide the district icons on the main map), I think asymmetric Emmisaries are all the game needs.

This was a great roadmap, but we’re hoping to see even more improvements and content for this underrated gem.

Want to see more? I took Revival: Recolonization for a spin recently here:


Ara: History Untold (Steam Link) is attempting to focus more on the city building and economic aspects of 4X, and in some exciting ways I’m not quite at liberty to talk about yet, which I know will help it stand out from other historical 4X games. It is easily my most-anticipated game of 2024X right now, as my time in the closed beta has only strengthened my opinion of it.

I cannot wait to wax poetic about this entry, but unfortunately, I’m currently NDA’d. The line between what I know of because I’m “behind the scenes” and what’s publicly available is a bit blurry, too, so I’ll leave you with a link to their dev journals (Steam Link). If you’re hopeful that they can improve the historical 4X genre and that a true competitor to Civilization can actually exist, I implore you to check out what’s going on with Ara: History Untold.

The game looks even better behind the scenes. This is a work-in-progress screenshot from a build over a year ago (maybe more?).

Speaking of Civilization, I can’t imagine a 2024X without AT THE VERY LEAST a Civilization 7 reveal. And I’m willing to bet we’ll get an actual release date and it may very well be coming later this year.

Others, like Sins of a Solar Empire 2, may not be pushing the genre boundaries, but we have faith that it’ll be a significant modernization of a game that’s already loved by so many. We’ll have a fully featured preview of it coming soon.


So yeah, in 2024X, we’re easily in the midst of a third 4X golden age. There are still plenty of great games to come, but we’ve already seen some great entries over the past few years.

Looking back, genre stalwarts like Old World, Age of Wonders 4, Galactic Civilizations 4, and even Spellforce: Conquest of Eo and Dune: Spice Wars, have, um, spiced the formula or improved upon it enough to alter the course of 4X history, hopefully.

Old World, as you know, introduced characters, a la Crusader Kings, and it turns out that the 4X formula can make room for moderately deep character development. Age of Wonders 4 introduced the Pantheon system, encouraging players to finish their games to unlock new cosmetics, map types, and even more. Galactic Civilizations 4 has introduced a colony/core world system wherein you only manage a few planets worthy of your time while the others feed their resources to the nearest core world.

Spellforce: Conquest of Eo is more RPG than 4X, but the combination of the elements of a game like Kings Bounty, mixed with lite-4X elements where you have a sphere of influence and a “home city” (read: mage’s tower) that gobbles up local, finite resources made for an exciting game. We hope to see more content for it in the future.

Finally, Dune: Spice Wars has depths that are not easily uncovered, but the more you learn, the more obvious its exciting variety of strategies are revealed. We think it’ll receive a lot of support, as Northgard still gets DLC to this day, so its life is likely just beginning.

Aaron has a profoundly deep dive on Dune: Spice Wars coming soon, so stay tuned.

You can read our review of Old World here. Our review of Age of Wonders 4 is here.

Our review of Galactic Civilizations IV: Supernova is nearing completion, too. I hope to have it in your eyeballs before too long. It’s a deep game, and the hard work Stardock has put into it is evident across the board.

Galactic Civilizations 4 has come such a long way in just over a year that it’s hardly recognizable. The fact that it’s sitting at a “Mixed” on Steam’s “Recent Reviews” right now feels absurd.

So rejoice, my friends, as we’re experiencing another 4X renaissance. Whether or not the games released already or coming soon will survive the testament of time or change the course of 4X history is yet to be seen. However, there are some extremely solid examples of the genre out in the wild right now, and, as they often do, most of them will only get better with age (and DLC).

Are you in agreement? Or do you wish to air your grievances? Let me know what you think in the comments below.

Until next time, 4X and Grand Strategy fans, keep eXploring!

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Mythox
Mythox
3 months ago

Awesome review like always dear Rob , I’m optimistic for this year, especially with the list of new games that you announced and those that remained secret, I really can’t wait to discover them!!! congratulations again for this analysis and good luck for what is to come !!!

eXplorminate
eXplorminate
3 months ago
Reply to  Mythox

Thank you and happy new year!

Helvitica
Helvitica
3 months ago

Its certainly a great time to be a fan of 4x games

CaptainKoloth
CaptainKoloth
3 months ago

Excellent article!

I’ve actually been really disappointed by the lack of innovation in Sins of a Solar Empire 2. The new systems that track where each individual weapons system is pointed and so forth could have in theory allowed for really interesting emergent gameplay resulting in fleet-style maneuvers like at Jutland or other real-world naval battles.

Opportunities for this to enhance gameplay seem boundless. Where is the button to arrange your capital ships and titans to take missiles to their broadside and defend the rest of the fleet? Where the option to orient my ships such that lasers, or point turrets, are brought to bear against the enemy in one direction, perhaps leaving another open to attack? Why can’t I order my cruisers to go out of plane in the z direction so that I can fire my lasers past the line of heavily shielded vessels the enemy has lined up in front?

It would seem that, for example, a simple set of buttons could enhance the tactical options greatly. Just as for example in Sins I there were buttons for tight and loose fleet formations, you could imagine buttons ordering ships to turn turrets in a certain direction, to line themselves up in linear formations in 2 or 3 dimensions, line up capital ships in front, hide them in the rear, etc.

The possibilities for emergent gameplay are boundless. Rather than being based primarily on who can arrange the largest deathball, battles would be far more tactical in nature, where an extra element of strategy has to be brought to bear in order to win. Slipped that destroyer between the enemy’s capital ships? Now they can’t easily fire at for fear of hitting other friendlies (My Conquest is the Sea of Stars is a good piece of science fiction that shows this exact situation and how difficult it is for the enemy to combat the tactic even in a three-dimensional battle). “I was going to lose that Titan but was able to send my flak ships in a line in front of it, soaking up the missiles and giving the Titan a chance to use its ability to and turn the tide of battle”. The enemy has a formidable fleet of battleships? Good luck attacking your cruisers as they arch over them in the Z dimensions and they have to make big lumbering turns to bring their weapons to bear.

Sorry to go so long on this topic, but I’m really frustrated because the technical machinery seems to be there in the engine to do all of this, but at some level they’re just slapping a new coat of paint on it and calling it a day. I don’t get it.

Jens
Jens
3 months ago

I recommend revisiting MuHa Master of Magic it’s getting better with every patch and DLC…

Dave
Dave
3 months ago

Thanks for keeping this wonderful site active! i normally just lurk, but i enjoy all of the updates and the comments of the other 4x enthusiasts.

Laertes
Laertes
3 months ago

We’ll wait and see. Unlike you, I’m not excited about “pushing the genre into new fields”, as a genre exists for a reason. Spellforce: Conquest of Eo, Humankind are just bad games and unfun to play. Age of Wonders 4Old World I would deem mediocre, as I did have some fun. Genre exists for a reason, if you “subvert expectations”, you will only get disappointed fans.

Don’t innovate just to innovate. Innovate with fun factor and genre in mind.

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[…] releasing my first article, 2024X: A Golden Age of 4X, I soon realized I was missing much of what will make 2024X a great year outside of new releases. […]