Knowra Strategy video game Strategy video game A video game centered on planning and decision-making, often requiring players to manage resources, direct units, or pursue objectives through tactical choices.
Resource management : The allocation and use of limited resources to achieve goals over time. Players balance income, costs, and reserves to sustain plans and unlock options.
Action game : A video-game genre emphasizing physical challenges, rapid responses, and precise control. Action games foreground execution and reflexes more than long-term planning.
Chess : A two-player board game in which players maneuver pieces to checkmate the opposing king. Its turn-based planning and positional play influenced early computer strategy games.
Civilization (video game) : A turn-based strategy game series about developing a civilization from early settlement into the future. It makes technological growth, diplomacy, and territorial expansion parts of one long plan.
Electronic sports : Organized competitive play of video games, often involving professional teams and tournaments. Strategy titles such as StarCraft became prominent tests of high-level competitive play.
Turn-based strategy : A strategy-game format in which players act in discrete turns rather than continuously. Turns make planning and evaluating choices the central rhythm of play.
Role-playing video game : A video game centered on character development, abilities, and narrative choices. Role-playing games may include tactics, but character progression and story usually frame play.
Nimrod (computer) : A 1951 computer built to play the mathematical game Nim and demonstrate computing to the public. Its game-playing demonstration showed how computers could make strategic choices.
StarCraft : A real-time strategy game series about conflict among three distinct science-fiction factions. Its faction asymmetry makes adaptation and matchup-specific planning especially visible.
Real-time tactics : A strategy-game genre focused on battlefield command without extensive base-building or resource production. It emerged as a distinct design by separating tactical command from economic development.
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