Strategy and Sim Game Glossary: Key Terms Explained
Plain-English definitions of the terms strategy and sim players meet most, from APM and build orders to casus belli, ratios, IFR and VFR.
Plain-English definitions of the terms strategy and sim players meet most, from APM and build orders to casus belli, ratios, IFR and VFR.
Strategy games that teach newcomers well across RTS, 4X, grand strategy, tactics and builders, why each works and what to play next.
How Farming Simulator 25 works: choosing a career start, the crop cycle, contracts, selling, animals, production chains and a profitable first year.
What makes a factory-builder tick: extraction, belts, ratios and bottlenecks, plus how Factorio, Satisfactory, Dyson Sphere Program and shapez differ.
Learn to play a character, not a country, in Crusader Kings III: traits, stress, lifestyles, councils, claims and how succession keeps your realm whole.
How Terran, Protoss and Zerg differ in economy, production and unit design in StarCraft II, and how to choose the race that suits the way you play.
Learn AoE II: DE from scratch: resources and villagers, the four ages, a simple Dark Age opening, scouting, unit counters, civilizations and game modes.
How Creative Assembly's Total War blends a turn-based campaign map with real-time battles: settlements, armies, generals, morale, terrain and auto-resolve.
Every main Civilization game from 1991 to Civilization VII, the studios behind them, the designers who led them and the key mechanic each one added.
How real-time strategy grew from Herzog Zwei and Dune II through Warcraft, Command & Conquer, StarCraft and Age of Empires to remasters and new releases.