Strategy game – popular genre of computer games, which is the key to achieving victory planning and strategic thinking. The meaning of these games is to manage some resources that need to be converted into an advantage over the enemy by means of an operational plan developed by taking into account the changing environment. Conventional resources in military strategies are troops (individual characters, units or army) and the position that should be developed and used to achieve the benefits and victory. In economic strategies focus is on the development of economic infrastructure controlled by the player side. Modern strategy games tend to combine both military and economic characteristics. Distinguish turn-based strategy games, or step by step (Eng. Turn-Based Strategy, TBS), where players alternately make moves, and each player is given a limited or unlimited (depending on the type and complexity of the game) time on your turn, and strategy games in real time (Eng. Real Time Strategy, RTS), in which all players perform their actions simultaneously, and the passage of time is not interrupted. Most existing economic strategies (collection of resources, training of troops) and military component parts. The most popular series of strategies in real time on your PC: Warcraft, StarCraft , Command & Conquer [citation needed 946 days] The most popular real-time strategy on the Amiga: Exodus, Knights and Merchants: The Shattered Kingdom [citation needed 946 days] There are also online strategy intended only for games on the Internet. Among them are the browser games and games that require the use of the customer. In the strategies used by the client, previously existed only games are available with single user mode. Turn-based strategy – games in which players make their actions in turn. Turn-based strategy appeared before the RTS and is much more diverse. Separation of gameplay moves to take him from his real life and robs the game of dynamism, with the result that these games are not as popular as the real-time strategy. On the other hand, in TBS player more time to think, at the time of his stroke nothing urges that allows to spend more time planning. Among the first games in this genre were North & South (1989), Warlords (1989), King’s Bounty (1990), Sid Meier’s Civilization (1991), Scorched Earth (1991), later appeared Master of Orion (1993), Colonization (1994) , Lords of The Realm (1994), X-COM (1994), Panzer General (1994), Heroes of Might and Magic (1995). These games have laid the foundations of the genre. Recently [when?] Has become popular series Heroes of Might and Magic and like her Disciples (the first game in the series was published in 1999) that took place from the game King’s Bounty. In these games strong role-playing elements (primarily an opportunity to develop leadership skills and the armies of the characters as they grow in experience and in Disciples so you can develop and ordinary soldiers); the main action takes place on the global strategic map, on which the towns, castles, places of extraction of resources, and so on. e., on the map move heroes headed the army, the collision of two armies battle begins between them on the tactical map (as a rule, the battle also occurs in step mode and requires a player tactical skills). This separation of the strategic and tactical cards differ and many other games of the genre – Master of Orion, Age of Wonders, Lords of The Realm, X-COM, a series of Total War (in the last tactical battles take place in real time). A separate subspecies are turn-based strategy game Scorched Earth and descended from her series of Worms. They have a lot in common with the genre of arcade, logical thinking, and choosing the right solution is almost not required, the player controls a very small number of characters (in Worms – a team of several worms) or even one (Scorched Earth). However, these games are turn-based strategy. In 1994 came from the company’s strategy of Warcraft Blizzard Entertainment. It appearing opportunity to explore technology (it occurs in special buildings and provides various advantages, such as “20% of the rate of production of a certain resource” or “one unit of armor all units”). Also appeared in WarCraft such an important term, as the limit of the construction units – after a number of units reached a certain number, they could not be built. This limit is increased by means of the special construction of buildings (in Warcraft – farm), but in any case could not be greater than the maximum limit. Was soon released the game Command & Conquer (1995), marked the beginning of the second known after a series of WarCraft RTS. Significant changes have brought the game WarCraft II (1996), in which it became possible to combine units in groups (up to 9 units in each) and give them general orders. In addition, it was possible to give orders to units right mouse button. These two significant changes in the interface make it more convenient and allows players to quickly lead troops that play in real time is very important. Subsequent games in the genre of RTS (StarCraft, Age of Empires) introduces new elements. In Age of Empires (1997) were slightly complicated by the economy and technological development, in general, the game has become more calm nature, to a lesser extent than Warcraft, require the player responsiveness. Age of Empires gave rise to a large number of similar games themselves (in Russia is very popular “The Cossacks” (2001)), its ideas were continued in Rise of Nations (2003), in which the economy and technological development play an even greater role (the developers have introduced in this game elements of the Global Strategy). Recently [when?] In the RTS genre is increasingly penetrate role-playing elements (This began with the Warlords Battlecry, published in 1999, in which all units had the opportunity to gain experience, and a special type of units – hero – at higher levels could develop their abilities ). Classification strategic games where they are divided into incremental and real-time is not only correct one. Sometimes specific subgenres strategies allocate economic simulations, wargames (war games) and global strategies regardless of whether they pass the gameplay in real-time or step by step. Economic simulator – a strategy in which the military side is not, in principle, so that the player is required only to establish the economy (and make it much more difficult than in the non-economic strategies). Sometimes they contain rivals (competitors), but hostilities with them is still not happening. Economic simulator – a very specific genre, this game “on the fan.” Most of the economic game takes place in real time, but with the typical RTS like WarCraft or Command & Conquer they have very little in common. This genre does not require the player to responsiveness, since at any time you can put a pause in the game (but usually this is not required, the game develops very slowly and smoothly). The most common business simulators (“tycoon” of frequent words in their titles tycoon – «tycoon”). The first game of this kind was a game Sid Meier’s Railroad Tycoon. In business simulation game is controlled as a huge industrial companies (Capitalism, Industrial Giant), and smaller businesses, such as a snack or a zoo (such simulators are less serious in nature and are often designed not to the player for a long time to calculate the situation and has been beneficial solutions, but simply for its entertainment, play in these games is not easy, as the opponents explicitly not). Very common economic transport simulators, such as Transport Tycoon. Other types of economic policies can be noted such subgenres as urban simulators (most famous breed of this genre game SimCity, and a series of urban games, which takes place in the ancient world, – Caesar III, Zeus: Master of Olympus, and others, in the last series present hostilities), sports managers (in which the player directs the sports club, usually football, but does not participate in the games directly and acts as a coach and team manager), simulators life (a very specific genre derived from the game The Sims).