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* Once purchased, the unit usually does not require supplies/ammo to be delivered to frontlines, so it's a one-time payment. Even if there is an exception, it's just that: an exception to underline that these particular bombs (or whatnot) are worth purchasing them for resources every time.

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* Once purchased, the unit usually does not require supplies/ammo to be delivered to frontlines, so it's a one-time payment. Even if there is an exception, it's just that: an exception to underline that these particular bombs (or whatnot) are worth purchasing them for resources every time.
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* ''VideoGame/CepheusProtocol'': Money can be gained by seizing strategic points and setting up the logistical structures. While base-building is largely done by air-dropping mostly-finished buildings directly on-site.
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* ''VideoGame/{{Banished}}'' - Your citizens won't build ''anything'' without an order.

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* ''VideoGame/{{Banished}}'' ''VideoGame/{{Banished|2014}}'' - Your citizens won't build ''anything'' without an order.
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** ''Victoria 3'' makes this a game rule. Directly-Controlled Investment means that the player gets to control all construction. Their people still generate an "investment pool" representing private investment, which can be spent on various non-government buildings depending on economic laws. Meanwhile, in the case of Autonomous Investment, the player reserves a certain percentage of the country's construction for their use (paid for with tax money) and the rest is run by the AI. In either case, a [[DirtyCommunists Command Economy]] plays this straight; everything is owned and built by the state and all dividends are paid in with no private investment.
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* Most games in the ''VideoGame/HarvestMoon'' series follow an AnEconomyIsYou model: the success of your farm spurs on the growth and success of your village. Then there's ''[[VideoGame/HarvestMoonIslandOfHappiness Island of Happiness]]'', where the island's re-development doesn't happen if you don't explicitly order and pay for it. [[note]]most of the infrastructure destroyed and population chased off by storms[[/note]] New roads, bridges, expansion of the local hotel - if you don't pay for it, it doesn't happen.

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* Most games in the ''VideoGame/HarvestMoon'' ''VideoGame/StoryOfSeasons'' series follow an AnEconomyIsYou model: the success of your farm spurs on the growth and success of your village. Then there's ''[[VideoGame/HarvestMoonIslandOfHappiness Island of Happiness]]'', ''VideoGame/HarvestMoonIslandOfHappiness'', where the island's re-development doesn't happen if you don't explicitly order and pay for it. [[note]]most [[note]]Most of the infrastructure destroyed has been destroyed, and the population chased off off, by storms[[/note]] storms.[[/note]] New roads, bridges, expansion of the local hotel - if you don't pay for it, it doesn't happen.
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* The Koei line of ''VideoGame/RomanceOfTheThreeKingdoms'' video games (as in, the ones named for the series, not VideoGame/DynastyWarriors), you are a warlord that has to manage an ever-growing series of cities; fortunately, you can create districts and delegate your officers to do most of the micro-managing.

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* The Koei line of ''VideoGame/RomanceOfTheThreeKingdoms'' ''VideoGame/{{Romance of the Three Kingdoms|Koei}}'' video games (as in, the ones named for the series, not VideoGame/DynastyWarriors), ''VideoGame/DynastyWarriors''), you are a warlord that has to manage an ever-growing series of cities; fortunately, you can create districts and delegate your officers to do most of the micro-managing.
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* The maximum size of your army and/or base is only limited by some ArbitraryHeadcountLimit like food or energy, which is not actually produced/accumulated but maintained: you either have enough to build another unit/tower, or you don't.

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* The maximum size of your army and/or base is only limited by some ArbitraryHeadcountLimit like food or energy, which is not actually produced/accumulated but maintained: you either have enough limit left to build another unit/tower, or you don't.don't and must ConstructAdditionalPylons.
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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 AIGeneratedEconomy 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 AIGeneratedEconomy AIGeneratedEconomy, where the game handles the economy.
economy, and FactoryBuildingGame, where automating resources is the entire point of the game.
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* All of the buildings are built rather quickly (1-2 minutes tops) once you pay for them, order their construction and specify the location (plus get your builder units there, if any). Similarly, your units are "trained" at their respective building for a short time, then are ready for action, popping out of said building instead of traveling from outside the map to you. Some games HandWaive this by saying that those troops were actually pre-trained or pre-manufactured elsewhere and are only delivered to you on call.

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* All of the buildings are built rather quickly (1-2 minutes tops) once you pay for them, order their construction and specify the location (plus get your builder units there, if any). Similarly, your units are "trained" at their respective building for a short time, then are ready for action, popping out of said building instead of traveling from outside the map to you. Some games HandWaive HandWave this by saying that those troops were actually pre-trained or pre-manufactured elsewhere and are only delivered to you on call.

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Of course, this grossly unrealistic Command Economy mechanism in games like ''VideoGame/CommandAndConquer'' is often one of the AcceptableBreaksFromReality; many players would find it less fun to put down some infrastructure, set certain policies and watch the results rather than tinkering with everything themselves. Also, it is obviously more difficult to create an AI that could simulate the dynamics of city or civilization development in a reasonable manner. Some games, like the later ''Total War'' and ''Civilization'' games, avert this by allowing you to let the AI manage cities autonomously. Even then, experienced players rarely use that feature when it's available, because they don't trust the AI to make smarter decisions than a human.

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In general, the rules of this simplified tactical economy are:
* The cost of your units and buildings may vary, but it's within certain boundaries: usually from 100 to 5000 specific units (cash, or resources). Yes, that uber-technological DoomsdayDevice superweapon costs just 50 x the price of your cheapest infantry, and that's the biggest difference many games go for (most hardly risk making it 10 times). The reason for it is pretty obvious: make the gap too wide, and the expensive units will fall into the AwesomeButImpractical territory where the equivalent cost of simpler units is just much more effective.
* All of the buildings are built rather quickly (1-2 minutes tops) once you pay for them, order their construction and specify the location (plus get your builder units there, if any). Similarly, your units are "trained" at their respective building for a short time, then are ready for action, popping out of said building instead of traveling from outside the map to you. Some games HandWaive this by saying that those troops were actually pre-trained or pre-manufactured elsewhere and are only delivered to you on call.
* The technological tree is also simplified, if intuitively logical: i.e. you need to build a laboratory to make more technologically-dependent units, or an armory to build advanced infantry. Many games also go for "tiers" system where you can upgrade your base to next level by building an expensive structure that will unlock the whole next generation of options. Or maybe upgrade an existing one with the same result, traditionally up to 2 times.
* The resources or cash may be obtained from the battlefield in a variety of ways, but 99% of the time by sending harvesting units into specified resource nodes, immediately usable once delivered to a resource depot building. This way, you have to constantly look out for more resources, but don't overcomplicate your income methods beyond "train extra workers and place a delivery depot as close to the node as possible".
** Usually only one, maybe two resources are available; in fantasy games, it's usually gold and something else like wood or gems, in modern/sci-fi games it's usually money and some form of minerals or fuel.
* The maximum size of your army and/or base is only limited by some ArbitraryHeadcountLimit like food or energy, which is not actually produced/accumulated but maintained: you either have enough to build another unit/tower, or you don't.
* Once purchased, the unit usually does not require supplies/ammo to be delivered to frontlines, so it's a one-time payment. Even if there is an exception, it's just that: an exception to underline that these particular bombs (or whatnot) are worth purchasing them for resources every time.
* All resources are universally available; i.e. harvesting them on an opposite edge of the map does not prevent you from immediately using them to produce your units elsewhere. EasyLogistics at its finest.
* Similarly, if you upgrade your units in some way (say, research a new fancy CoolSword for them to use), all of these units, no matter how far, will immediately gain the benefit. Otherwise sending them back to the base would be little fun but a lot of clicking.

Of course, this grossly unrealistic Command Economy mechanism in games like ''VideoGame/CommandAndConquer'' is often one of the AcceptableBreaksFromReality; many players would find it less fun to put down some infrastructure, set certain policies and watch the results rather than tinkering with everything themselves. And tinkering with everything yourself requires, as noted, a simple enough system that one can manually operate it with ease.

Also, it is obviously more difficult to create an AI that could simulate the dynamics of city or civilization development in a reasonable manner.manner, or (in case of tactical decisions) maintain all those dozes of supply lines for ammo, provisions, reinforcements and other stuff, especially when those supply lines must be defended from the enemy. Some games, like the later ''Total War'' and ''Civilization'' games, avert this by allowing you to let the AI manage cities autonomously. Even then, experienced players rarely use that feature when it's available, because they don't trust the AI to make smarter decisions than a human.
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* In ''VideoGame/AgeOfEmpiresII: the Conquerors'' construction and research has to be ordered , however villagers will automatically gather nearby resources if they have constructed a drop off point that corresponds to it, and military units will automatically attack nearby enemies ([[ArtificialStupidity often getting themselves killed in the process]]).

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* In ''VideoGame/AgeOfEmpiresII: the Conquerors'' ''VideoGame/AgeOfEmpires'' and it's spinoff ''VideoGame/AgeOfMythology'', construction and research has to be ordered , ordered, however villagers will automatically gather nearby resources if they have constructed a drop off point that corresponds to it, and military units will automatically attack nearby enemies ([[ArtificialStupidity often getting themselves killed in the process]]).
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Edited Assassins Creed example


** ''VideoGame/AssassinsCreedII'' starts us off by having the player able to repair and 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.

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** ''VideoGame/AssassinsCreedII'' starts us off by having the player able to repair and build houses in Monteriggioni. Having the The player can pay to build shops, Churches, pay for churches, barracks, mining mines and even a brothel. Partly subverted as as you build your Your own mansion will improve also improves in appearance as you do this, as your sister will have more money to refurbish the house.it.
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* The settlers of ''VideoGame/Fallout4'' won't bother to build or do ''anything''. If you manage to recruit a full settlement of 20 settlers, they'll all wander around complaining there's no food, no water, no beds. You the player have to plant every last crop, build every last house, every settlement defense, down to the individual beds and chairs. If there are no critical food/water shortages, they'll even refuse to take jobs until you assign them. There's a mod that changes this, such that you simply designate zones for certain types of buildings and resources, and the settlers build them when you're not looking (meaning they simply appear with suspension of disbelief assigning credit to the settlers)

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* The settlers of ''VideoGame/Fallout4'' won't bother to build or do ''anything''. If you manage to recruit a full settlement of 20 settlers, they'll all wander around complaining there's no food, no water, no beds. You the player have to plant every last crop, build every last house, every settlement defense, down to the individual beds and chairs. If there are no critical food/water shortages, they'll even refuse to take jobs until you assign them. There's a mod GameMod [[https://www.nexusmods.com/fallout4/mods/21872 that changes this, this]], such that you simply designate zones for certain types of buildings and resources, and the settlers build them when you're not looking (meaning they simply appear with suspension of disbelief assigning credit to the settlers)
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* ''VideoGame/DwarfFortress'' might meticulously model every detail of the dwarves' mental lives, but they still won't build or dig anything without orders from the invisible omnipresent player. Highlighted by [[http://www.threepanelsoul.com/comic/on-mixed-economies this]] ''Webcomic/ThreePanelSoul''. The third-party utility Dwarf Foreman was created to automate manufacturing, automatically dispatching work orders to create more of an item should your stocks fall below a certain amount. There was an attempt at an AIGeneratedEconomy that activates at a certain point, but it was DummiedOut for being highly dysfunctional.

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* ''VideoGame/DwarfFortress'' might meticulously model every detail of the dwarves' mental lives, but they still won't build or dig anything without orders from the [[NonEntityGeneral invisible omnipresent player.player]]. Highlighted by [[http://www.threepanelsoul.com/comic/on-mixed-economies this]] ''Webcomic/ThreePanelSoul''. The third-party utility Dwarf Foreman was created to automate manufacturing, automatically dispatching work orders to create more of an item should your stocks fall below a certain amount. There was an attempt at an AIGeneratedEconomy that activates at a certain point, but it was DummiedOut for being highly dysfunctional.
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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 (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.

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* ''{{VideoGame/Majesty}}'' ''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 (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.



* In ''VideoGame/{{Outpost 2}}'', you get to build structures and vehicles, something the citizens of the base will not do on their own. You also get to build structure kits, satellites, launch vehicles, and interstellar starship parts, all of which have to do with the story.

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* In ''VideoGame/{{Outpost 2}}'', ''VideoGame/Outpost2'', you get to build structures and vehicles, something the citizens of the base will not do on their own. You also get to build structure kits, satellites, launch vehicles, and interstellar starship parts, all of which have to do with the story.



* The settlers of ''VideoGame/{{Fallout4}}'' won't bother to build or do ''anything''. If you manage to recruit a full settlement of 20 settlers, they'll all wander around complaining there's no food, no water, no beds. You the player have to plant every last crop, build every last house, every settlement defense, down to the individual beds and chairs. If there are no critical food/water shortages, they'll even refuse to take jobs until you assign them. There's a mod that changes this, such that you simply designate zones for certain types of buildings and resources, and the settlers build them when you're not looking (meaning they simply appear with suspension of disbelief assigning credit to the settlers)

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* The settlers of ''VideoGame/{{Fallout4}}'' ''VideoGame/Fallout4'' won't bother to build or do ''anything''. If you manage to recruit a full settlement of 20 settlers, they'll all wander around complaining there's no food, no water, no beds. You the player have to plant every last crop, build every last house, every settlement defense, down to the individual beds and chairs. If there are no critical food/water shortages, they'll even refuse to take jobs until you assign them. There's a mod that changes this, such that you simply designate zones for certain types of buildings and resources, and the settlers build them when you're not looking (meaning they simply appear with suspension of disbelief assigning credit to the settlers)



* The ''{{Cultures}}'' series takes this to absurd lengths. Your citizens will not build anything, begin gathering materials, get a place to live, get a job, bring resources to and from stockpiles, buy anything, marry, or even have children without you telling them what to do. You can even order them to eat and sleep (admittedly realistic for troops, but?).

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* The ''{{Cultures}}'' ''VideoGame/{{Cultures}}'' series takes this to absurd lengths. Your citizens will not build anything, begin gathering materials, get a place to live, get a job, bring resources to and from stockpiles, buy anything, marry, or even have children without you telling them what to do. You can even order them to eat and sleep (admittedly realistic for troops, but?).

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