History Main / CommandAndConquerEconomy

16th Apr '17 3:51:53 PM nombretomado
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* ''{{Spore}}'' eventually has the player managing an entire interstellar empire. There are no structures the player doesn't build, there is no trade the player doesn't initiate, the only war the player doesn't wage is brought by rival computer-controlled empires, and the player has to physically travel to any place where something needs to be done.
* The third ''RailroadTycoon'' averts this, not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.

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* ''{{Spore}}'' ''VideoGame/{{Spore}}'' eventually has the player managing an entire interstellar empire. There are no structures the player doesn't build, there is no trade the player doesn't initiate, the only war the player doesn't wage is brought by rival computer-controlled empires, and the player has to physically travel to any place where something needs to be done.
* The third ''RailroadTycoon'' ''VideoGame/RailroadTycoon'' averts this, not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.
24th Feb '17 2:20:16 PM Xtifr
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*** Obviously, ''[=SimCountry=]'' has a [[http://en.wikipedia.org/wiki/Social_market_economy social market economy]]. They don't get electric bills but they get taxes.

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*** ** Obviously, ''[=SimCountry=]'' has a [[http://en.wikipedia.org/wiki/Social_market_economy social market economy]]. They don't get electric bills but they get taxes.



** ''VideoGame/SimCity Societies'' reverts to this trope straight by requiring the player to even build the houses. The player just picks what style they want the city to be in and starts plopping things down accordingly.
*** Granted you still need knowledge society energy if you want the nicer structures to benefit your power production.

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** ''VideoGame/SimCity Societies'' reverts to this trope straight by requiring the player to even build the houses. The player just picks what style they want the city to be in and starts plopping things down accordingly.
***
accordingly. Granted you still need knowledge society energy if you want the nicer structures to benefit your power production.



* This was a huge annoyance to many players of ''VideoGame/BlackAndWhite'', where the pisswig villagers can't even do so much as build a single hut without divine intervention. Though the frustration may have had more to do with the game's awkward controls...
** ''VideoGame/BlackAndWhite 2'' made things slightly easier (emphasis on the slightly). Villagers will do whatever is required at the time without direction, such as gathering food or building a building, but they tend to vacillate between the available options frequently. The player has the option of "divinely guiding" a character by assigning them a task, as which point they will do nothing else for the rest of their lives.
* In ''TransportTycoon'', the towns will automatically develop over time, without your assistance. This includes the building of roads, but you can assist in doing so if you want to coerce the development of a town in a specific way. You can accelerate, but not control, the growth of town buildings by dealing in Passengers there. This is necessary in some cases because towns will only pay for Goods once they build enough high-rise buildings, which only happens once they reach a certain size.
** The alternate climates in the ''Deluxe'' version have additional restrictions. Arctic towns above a certain elevation have to have Food delivered before they grow. Tropical towns in the desert require Food and Water.
* In VideoGame/CyberNations, ''nothing'' gets built without player say-so. Justified in that in RealLife, maintaining armies and infrastructure ''are'' the purview of the government, but you'd think that technological research could be handled by private labs...
** Might be FridgeBrilliance for techs whose benefits are military in nature - if the government isn't doling out large amounts of money for such projects, there's pretty much no demand for them in the market.

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* This was a huge annoyance to many players of ''VideoGame/BlackAndWhite'', where the pisswig villagers can't even do so much as build a single hut without divine intervention. Though the frustration may have had more to do with the game's awkward controls...
**
controls... ''VideoGame/BlackAndWhite 2'' made things slightly easier (emphasis on the slightly). Villagers will do whatever is required at the time without direction, such as gathering food or building a building, but they tend to vacillate between the available options frequently. The player has the option of "divinely guiding" a character by assigning them a task, as which point they will do nothing else for the rest of their lives.
* In ''TransportTycoon'', ''VideoGame/TransportTycoon'', the towns will automatically develop over time, without your assistance. This includes the building of roads, but you can assist in doing so if you want to coerce the development of a town in a specific way. You can accelerate, but not control, the growth of town buildings by dealing in Passengers there. This is necessary in some cases because towns will only pay for Goods once they build enough high-rise buildings, which only happens once they reach a certain size.
**
size. The alternate climates in the ''Deluxe'' version have additional restrictions. Arctic towns above a certain elevation have to have Food delivered before they grow. Tropical towns in the desert require Food and Water.
* In VideoGame/CyberNations, ''nothing'' gets built without player say-so. Justified in that in RealLife, maintaining armies and infrastructure ''are'' the purview of the government, but you'd think that technological research could be handled by private labs...
**
labs... Might be FridgeBrilliance for techs whose benefits are military in nature - if the government isn't doling out large amounts of money for such projects, there's pretty much no demand for them in the market.
31st Jan '17 11:43:26 AM JujuP
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This is why YouRequireMoreVespeneGas. Compare EasyCommunication, where it's your units who require an unrealistic amount of instruction from the player. Contrast GameplayAutomation where the game handles the economy.

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This is why YouRequireMoreVespeneGas. Compare EasyCommunication, where it's your units who require an unrealistic amount of instruction from the player. Contrast GameplayAutomation AIGeneratedEconomy where the game handles the economy.
13th Jan '17 4:18:47 PM CountDorku
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** The exception to this is research. If left to its own devices, once you start on a research tree, the game will continue researching along that tree, picking the topmost option on the display if it branches, until it reaches an endpoint; excess research points from the current technology are automatically applied to the next one along the path. This can lead to incredibly rapid technology advances if there's something you didn't get early-game but need now; for example, a late-game power with heavily upgraded research structures can get the first three or four technologies in a weapon tree they haven't invested in yet within a week of giving the order to research guns. The flipside is that this auto-research is not very contextually aware. You might get, for example, points auto-applied to Barren World colonisation even if there isn't a barren world for light years and three Toxic worlds in the first two systems you encountered.
20th Oct '16 4:21:30 PM NexusLink
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** ''VideoGame/AssassinsCreedII'' starts us off by having the player able to repair and built houses in Monteriggioni. Having the player pay to build shops, Churches, pay for barracks, mining and even a brothel. Partly subverted as as you build your own mansion will improve in appearance as you sister will have more money to refurbish the house.

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** ''VideoGame/AssassinsCreedII'' starts us off by having the player able to repair and built build houses in Monteriggioni. Having the player pay to build shops, Churches, pay for barracks, mining and even a brothel. Partly subverted as as you build your own mansion will improve in appearance as you sister will have more money to refurbish the house.
8th Aug '16 3:57:19 AM johnnye
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* ''{{VideoGame/Majesty}}'' averts this trope - no heroes get hired or guilds/guardhouses/marketplaces built without your royal order, but most of the infrastructure of your city - houses, sewers, graveyards, and places of ill repute - is outside your control, and can interfere with your municipal/strategic planning. So is the control of the heroes themselves, who must be incentivised with bounties if there's any particular place or monster you want them to discover or slay.

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* ''{{VideoGame/Majesty}}'' averts this trope - no heroes get hired or guilds/guardhouses/marketplaces built without your royal order, but most of the infrastructure of your city - houses, sewers, graveyards, and places of ill repute - is outside your control, and can interfere with your municipal/strategic planning.planning (not to mention spawning sewer rats and undead). So is the control of the heroes themselves, who must be incentivised with bounties if there's any particular place or monster you want them to discover or slay.



* The third ''RailroadTycoon'' averts this, not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. Depending on the relative locations it can be inefficient or actually capable to feed the industries on it's own, as the cargo moves very slowly inland and even more in mountain terrain but faster via rivers and other bodies of water.

to:

* The third ''RailroadTycoon'' averts this, not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. Depending This process is usually very inefficient but depending on the relative locations it can be inefficient or actually capable to feed the industries on it's own, as its own; the cargo moves very slowly inland and even (even more so in mountain terrain terrain), but faster via rivers and other bodies of water.
2nd Aug '16 5:01:24 AM Morgenthaler
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* Exception: The game ''VictoriaAnEmpireUnderTheSun'' from Paradox had a complicated world market that meant that one did ''not'' necessarily have to make all of the various goods (such as paper, canned food, telephones, etc.) you might need yourself. The expansion, Revolutions, allowed you to create Capitalists, who, upon having enough extra cash, could build factories and railroads for you. Depending on your government, you might even be ''prevented'' from building factories or railroads yourself.

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* Exception: The game ''VictoriaAnEmpireUnderTheSun'' ''VideoGame/VictoriaAnEmpireUnderTheSun'' from Paradox had a complicated world market that meant that one did ''not'' necessarily have to make all of the various goods (such as paper, canned food, telephones, etc.) you might need yourself. The expansion, Revolutions, allowed you to create Capitalists, who, upon having enough extra cash, could build factories and railroads for you. Depending on your government, you might even be ''prevented'' from building factories or railroads yourself.



* Used in ''RiseOfLegends'', but somewhat handwaved as a matter of desperation, not careful and brilliant planning. The heroes aren't making a slow-and-steady push to grind their enemies down, they're running (and often flying) like mad to important sites to outmaneuver their enemies there, and have to build up anything they need from what's available instead of dragging a gargantuan army plus supply lines after them. Each mission map is technically a whole province with multiple cities, so they're also trying to establish a command economy that works just enough to keep them supplied and leaves the province sufficient once they're gone. Men thus come from the cities you build up, and mechanical (or magical) units are built in factories (or conjured on the spot) to save from having to transport an army of slow, heavy equipment all over.

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* Used in ''RiseOfLegends'', ''VideoGame/RiseOfLegends'', but somewhat handwaved as a matter of desperation, not careful and brilliant planning. The heroes aren't making a slow-and-steady push to grind their enemies down, they're running (and often flying) like mad to important sites to outmaneuver their enemies there, and have to build up anything they need from what's available instead of dragging a gargantuan army plus supply lines after them. Each mission map is technically a whole province with multiple cities, so they're also trying to establish a command economy that works just enough to keep them supplied and leaves the province sufficient once they're gone. Men thus come from the cities you build up, and mechanical (or magical) units are built in factories (or conjured on the spot) to save from having to transport an army of slow, heavy equipment all over.
14th May '16 12:25:23 AM Morgenthaler
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* In the ''VideoGame/{{Civilization}}'' games, no city will build any improvements or units or develop their own surroundings unless the player or the player-appointed AI specifically orders it. This is particularly notable in the later iterations of the series, and the related game ''SidMeiersAlphaCentauri'', where the player can declare their nation to be operating under free market economics. Presumably justified by the idea that there's a lot of economic activity separate from the government projects that are presented to the player. Also, in ''Alpha Centauri'', one can set a base to operate under a Governor, and define things a governor can and can not do, allowing the AI to run each base according to the priorities you set and you to intervene when necessary.

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* In the ''VideoGame/{{Civilization}}'' games, no city will build any improvements or units or develop their own surroundings unless the player or the player-appointed AI specifically orders it. This is particularly notable in the later iterations of the series, and the related game ''SidMeiersAlphaCentauri'', ''VideoGame/SidMeiersAlphaCentauri'', where the player can declare their nation to be operating under free market economics. Presumably justified by the idea that there's a lot of economic activity separate from the government projects that are presented to the player. Also, in ''Alpha Centauri'', one can set a base to operate under a Governor, and define things a governor can and can not do, allowing the AI to run each base according to the priorities you set and you to intervene when necessary.



* ''SwordOfTheStars'' works this way. The player is responsible for designing every single ship type and ordering the construction of every new ship, while all the infrastructure is built automatically. Given that most of the species in ''Sword of the Stars'' have authoritarian governments where the head of state holds (theoretically) absolute power, it's mostly justified.

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* ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' works this way. The player is responsible for designing every single ship type and ordering the construction of every new ship, while all the infrastructure is built automatically. Given that most of the species in ''Sword of the Stars'' have authoritarian governments where the head of state holds (theoretically) absolute power, it's mostly justified.



* Everything in the ''SpaceEmpires'' series has to be expressly ordered by the player. Planets are useless if you don't set up the various facilities for them to generate income and build ships.

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* Everything in the ''SpaceEmpires'' ''VideoGame/SpaceEmpires'' series has to be expressly ordered by the player. Planets are useless if you don't set up the various facilities for them to generate income and build ships.
8th Apr '16 7:16:16 AM zarpaulus
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* Averted in ''VideoGame/CrusaderKings'', on your own holdings you have to order new buildings to be built but your vassals ''may'' construct their own improvements without your prompting. And unless you decide to use retinues you don't directly train troops, mostly your holdings' levies slowly build up to the maximum they can support on their own.
3rd Mar '16 9:14:21 AM Morgenthaler
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* ''TotalAnnihilation'' and its successor ''VideoGame/SupremeCommander'' have this as a central part of the setting as well as a core gameplay mechanic. Thanks to nanotech, a single construction unit can build an exponentially-growing base and army limited only by local resources.
** ''Supreme Commander'' features a slight aversion in that if you order a support commander to assist a bunch of buildings, he will automatically rebuild any that are destroyed. But you do have to tell him which buildings to protect first.

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* ''TotalAnnihilation'' ''VideoGame/TotalAnnihilation'' and its successor ''VideoGame/SupremeCommander'' have this as a central part of the setting as well as a core gameplay mechanic. Thanks to nanotech, a single construction unit can build an exponentially-growing base and army limited only by local resources.
** ''Supreme Commander'' * ''VideoGame/SupremeCommander'' features a slight aversion in that if you order a support commander to assist a bunch of buildings, he will automatically rebuild any that are destroyed. But you do have to tell him which buildings to protect first.
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