History Main / CommandAndConquerEconomy

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.

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* 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.
20th Feb '16 2:22:10 PM OmegaMetroid
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** ''VideoGame/MasterOfOrion III'' is largely based on an attempt to revolutionize this trope: the sorts of direct orders you can give are heavily limited, and the management of your empire is very much ''management''. You do not get to actually do much at all, aside from give generalized orders and hope the AI carrying them out doesn't manage to foul up the details as they trickle down. Not at all coincidentally, this entry in the series was bad enough to prove why this trope is indeed one of the AcceptableBreaksFromReality.[[note]]Technically, you ''can'' micromanage your empire as if it were a standard example of this trope. However, your ability to do so is buried and you have to go looking for it, and the AI can and ''will'' fight you over how to manage your empire.[[/note]]

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** ''VideoGame/MasterOfOrion III'' is largely based on an attempt to revolutionize this trope: the sorts of direct orders you can give are heavily limited, and the management of your empire is very much ''management''. You do not get to actually do much at all, aside from give generalized orders and hope the AI carrying them out doesn't manage to foul up the details as they trickle down. Not at all coincidentally, this entry in the series was bad enough to prove why this trope is indeed one of the AcceptableBreaksFromReality.[[note]]Technically, you ''can'' micromanage your empire as if it were a standard example of this trope. However, your ability to do so is buried and you have to go looking for it, and the AI can and ''will'' fight you over how to manage your empire. Considering that in most cases, [[ArtificialStupidity its decisions can optimistically be called "lackluster"]]....[[/note]]
20th Feb '16 2:21:02 PM OmegaMetroid
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** ''VideoGame/MasterOfOrion III'' is largely based on an attempt to revolutionize this trope: the sorts of direct orders you can give are heavily limited, and the management of your empire is very much ''management''. You do not get to actually do much at all, aside from give generalized orders and hope the AI carrying them out doesn't manage to foul up the details as they trickle down. Not at all coincidentally, this entry in the series was bad enough to prove why this trope is indeed one of the AcceptableBreaksFromReality.

to:

** ''VideoGame/MasterOfOrion III'' is largely based on an attempt to revolutionize this trope: the sorts of direct orders you can give are heavily limited, and the management of your empire is very much ''management''. You do not get to actually do much at all, aside from give generalized orders and hope the AI carrying them out doesn't manage to foul up the details as they trickle down. Not at all coincidentally, this entry in the series was bad enough to prove why this trope is indeed one of the AcceptableBreaksFromReality.[[note]]Technically, you ''can'' micromanage your empire as if it were a standard example of this trope. However, your ability to do so is buried and you have to go looking for it, and the AI can and ''will'' fight you over how to manage your empire.[[/note]]
8th Feb '16 5:32:55 PM Zxczxczbfgman
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* In ''VideoGame/{{Hamurabi}}'', the player control the amount of bushels of seed eaten by the citizens, sowed in the fields and stocked, and can also decide to spend it for buy bfarmland - he can also sell land.

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* In ''VideoGame/{{Hamurabi}}'', the player control the amount of bushels of seed eaten by the citizens, sowed in the fields and stocked, and can also decide to spend it for buy bfarmland farmland - he can also sell land.
19th Jan '16 8:27:58 AM Cuddles
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** Averted with basic houses; if you don't provide affordable housing to your citizens they will build their own sacks. Beyond that the game is a planned economy where everything is built, owned and operated by the state.

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** Averted with basic houses; if you don't provide affordable housing to your citizens they will build their own sacks.shacks. Beyond that the game is a planned economy where everything is built, owned and operated by the state.
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