History Main / CommandAndConquerEconomy

18th Sep '17 2:01:38 PM SantosLHalper
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[[folder: Other]]
* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tractor factory that was refitted to make tanks. The factory workers would man the unpainted tanks that came fresh off the assembly lines and drive them into the battle literally outside their doors, since they were the people with the most knowledge of the tanks in lieu of trained tank crews.
[[/folder]]
18th Sep '17 1:59:30 PM SantosLHalper
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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tractor factory that was refitted to make tanks. The factory workers would man the unpainted tanks that came fresh off the assembly lines and drive them into the battle literally outside their doors, since they were the people with the most knowledge of the tanks in lieu of trained tank crew.

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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tractor factory that was refitted to make tanks. The factory workers would man the unpainted tanks that came fresh off the assembly lines and drive them into the battle literally outside their doors, since they were the people with the most knowledge of the tanks in lieu of trained tank crew.crews.
18th Sep '17 1:59:09 PM SantosLHalper
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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], Soviet factory workers would man the unpainted tanks that literally came fresh off the assembly lines and drive them into battle a few neighbourhoods away, since they were the people with the most knowledge of the tanks.

to:

* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], Soviet German soldiers assaulted a tractor factory that was refitted to make tanks. The factory workers would man the unpainted tanks that literally came fresh off the assembly lines and drive them into the battle a few neighbourhoods away, literally outside their doors, since they were the people with the most knowledge of the tanks.tanks in lieu of trained tank crew.
18th Sep '17 1:57:14 PM SantosLHalper
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Added DiffLines:

[[folder: Other]]
* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], Soviet factory workers would man the unpainted tanks that literally came fresh off the assembly lines and drive them into battle a few neighbourhoods away, since they were the people with the most knowledge of the tanks.
[[/folder]]
17th Sep '17 11:44:58 AM TedlyAnderson
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** Highlighted by [[http://threepanelsoul.com/2009/07/21/on-mixed-economies/ this]] ''Webcomic/ThreePanelSoul''.

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** Highlighted by [[http://threepanelsoul.com/2009/07/21/on-mixed-economies/ [[http://www.threepanelsoul.com/comic/on-mixed-economies this]] ''Webcomic/ThreePanelSoul''.
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.

to:

* 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.
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