--- id: wiki-2026-0508-4x-strategy title: 4X Strategy category: 10_Wiki/Topics status: verified canonical_id: self aliases: [4X 전략, eXplore eXpand eXploit eXterminate] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [gaming, strategy, game-design, ai] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: python framework: gym/pettingzoo --- # 4X Strategy ## 매 한 줄 > **"매 eXplore, eXpand, eXploit, eXterminate — 매 long-horizon empire-building loop."** 매 1993 *Master of Orion* 의 Alan Emrich 가 coined. 매 Civilization, Stellaris, Endless Legend, Old World 의 cornerstone genre — 매 2026 에 AI agents 의 benchmark domain (Pyrrho, Civ-Bench). ## 매 핵심 ### 매 4 pillars - **eXplore**: fog-of-war 의 map reveal, scout units, sensor range, anomaly detection. - **eXpand**: settler/colony placement, 영토 claim, infrastructure rollout. - **eXploit**: resource extraction, tech tree, trade routes, population growth. - **eXterminate**: military doctrine, alliance/diplomacy, conquest victory. ### 매 design tensions - **Wide vs tall**: many small cities vs few mega-cities. - **Snowball vs catchup**: 초기 lead 의 compound 의 X — 매 modern designs (Old World, Humankind) 의 catchup mechanics. - **Turn-based vs RTS**: Civ (TBS) · Stellaris (real-time pausable). ### 매 응용 1. Multi-agent RL benchmark — 매 long horizon, partial observability, sparse reward. 2. Game theory testbed — 매 negotiation, alliances, betrayal. 3. Economic simulation — 매 supply chain, monetary policy. ## 💻 패턴 ### Civ-style turn loop ```python # Pseudocode of 4X turn structure class Empire: def turn(self): self.explore() # move scouts, reveal tiles self.expand() # settle, build improvements self.exploit() # collect yields, research, grow self.exterminate() # military / diplomacy actions def game_loop(empires, world): for turn in range(max_turns): for empire in empires: empire.turn() world.tick() # natural events, barbarians if any(empire.victory() for empire in empires): return ``` ### Tile yield model ```python # Civ VI-style tile yields def tile_yield(tile, improvements, adjacency): base = tile.terrain.yields # food/production/gold base += sum(imp.bonus for imp in improvements) base += adjacency_bonus(tile, adjacency) return base * tile.modifier # govt, religion, etc. ``` ### Tech tree (DAG) ```python import networkx as nx tech = nx.DiGraph() tech.add_edge("Pottery", "Writing") tech.add_edge("Writing", "Currency") tech.add_edge("Bronze Working", "Iron Working") def available(researched): return [t for t in tech.nodes if t not in researched and all(p in researched for p in tech.predecessors(t))] ``` ### Combat resolution (Lanchester) ```python def lanchester_combat(att_strength, def_strength, terrain_mod): # Square law for ranged + simultaneous combat a, d = att_strength, def_strength * terrain_mod ratio = a / d att_loss = d**2 / (a + d) def_loss = a**2 / (a + d) return att_loss, def_loss ``` ### MCTS for 4X agent ```python # Minimal MCTS for turn decisions def mcts(state, n_sims=1000): root = Node(state) for _ in range(n_sims): leaf = root.select() # UCB1 child = leaf.expand() reward = child.rollout() # heuristic playout child.backprop(reward) return root.best_child().action ``` ### Diplomacy as repeated game ```python class Diplomat: def __init__(self): self.history = {} # opponent -> [actions] def respond(self, opponent, their_action): # Tit-for-tat with forgiveness past = self.history.get(opponent, []) if not past or their_action == "cooperate": return "cooperate" return past[-1] # mirror last ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Early game | eXplore 우선 — map info 의 highest marginal value | | Mid game | eXpand + eXploit — economy snowball | | Late game | eXterminate or science/cultural victory | | Tight map | 매 tall play (few strong cities) | | Open map | 매 wide play (many cities) | **기본값**: 매 explore-first, 매 expand-until-economy-saturates, 매 specialize. ## 🔗 Graph - 응용: [[MCTS]] ## 🤖 LLM 활용 **언제**: 매 narrative event generation, flavor text, 매 dynamic dialogue with diplomats. **언제 X**: 매 hard rule resolution (combat math, yields) — 매 deterministic engine 사용. ## ❌ 안티패턴 - **Snowball lock-in**: 매 early lead 의 unwinnable game — 매 catchup mechanics 의 추가. - **Micromanagement hell**: 매 50+ cities 의 manual ordering — 매 governors, automation. - **Tech rush dominance**: 매 single optimal path — 매 multiple viable trees 의 design. - **Combat spam**: 매 stack-of-doom — 매 1UPT or limited stacks. ## 🧪 검증 / 중복 - Verified (Sid Meier 인터뷰, *Master of Orion* 1993 design notes). - 매 [[4X 전략]] redirect. - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — FULL content with patterns, design tensions |