History Main / CommandAndConquerEconomy

17th Nov '17 5:15:35 PM ManchuCandidate
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* In ''VideoGame/TheyAreBillions'' your workers harvest the resources automatically but you are in charge of deciding what gets built and where.
16th Nov '17 2:50:02 AM Sumatris
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* ''VideoGame/{{Stellaris}} attempts to avert this with the sector mechanic; emphasis on "attempts". An empire can only control a certain amount of star systems directly without suffering penalties to just about everything due to inefficient logistics. If you have more settled systems than your core world administration can supervise, you can establish semi-autonomous sectors and outsource your surplus systems to them. The sector AI will then run these systems according to the guidelines you set for them, and transfer up to 75% of their resource production to the core sector (read: to you). It's a nice idea in theory that comes with two problems. First, unhappy populations on your planets can go rogue, instigate a rebellion and potentially take the entire sector they're in with them if they manage to secede. Needless to say this is highly annyoing at best, absolutely devastating to your economy at worst if that sector was particularly large and wealthy. Second, despite many improvements over the course of several patches, the sector AI is still sorely lacking when it comes to constructing fleets and ''especially'' buildings. It's not uncommon to witness it tearing down unique, irreplaceable structures and erect some bottom-tier garbage building on the smoking ruins. The sector system is thus quite a matter of contention among players, with a large portion preferring to scrap it entirely in favor of managing all planets manually, even if it means having to rifle through long lists with dozens, sometimes hundreds of worlds.

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* ''VideoGame/{{Stellaris}} ''VideoGame/{{Stellaris}}'' attempts to avert this with the sector mechanic; emphasis on "attempts". An empire can only control a certain amount of star systems directly without suffering penalties to just about everything due to inefficient logistics. If you have more settled systems than your core world administration can supervise, you can establish semi-autonomous sectors and outsource your surplus systems to them. The sector AI will then run these systems according to the guidelines you set for them, and transfer up to 75% of their resource production to the core sector (read: to you). It's a nice idea in theory that comes with two problems. First, unhappy populations on your planets can go rogue, instigate a rebellion and potentially take the entire sector they're in with them if they manage to secede. Needless to say this is highly annyoing at best, absolutely devastating to your economy at worst if that sector was particularly large and wealthy. Second, despite many improvements over the course of several patches, the sector AI is still sorely lacking when it comes to constructing fleets and ''especially'' buildings. It's not uncommon to witness it tearing down unique, irreplaceable structures and erect some bottom-tier garbage building on the smoking ruins. The sector system is thus quite a matter of contention among players, with a large portion preferring to scrap it entirely in favor of managing all planets manually, even if it means having to rifle through long lists with dozens, sometimes hundreds of worlds.
16th Nov '17 2:49:42 AM Sumatris
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to:

* ''VideoGame/{{Stellaris}} attempts to avert this with the sector mechanic; emphasis on "attempts". An empire can only control a certain amount of star systems directly without suffering penalties to just about everything due to inefficient logistics. If you have more settled systems than your core world administration can supervise, you can establish semi-autonomous sectors and outsource your surplus systems to them. The sector AI will then run these systems according to the guidelines you set for them, and transfer up to 75% of their resource production to the core sector (read: to you). It's a nice idea in theory that comes with two problems. First, unhappy populations on your planets can go rogue, instigate a rebellion and potentially take the entire sector they're in with them if they manage to secede. Needless to say this is highly annyoing at best, absolutely devastating to your economy at worst if that sector was particularly large and wealthy. Second, despite many improvements over the course of several patches, the sector AI is still sorely lacking when it comes to constructing fleets and ''especially'' buildings. It's not uncommon to witness it tearing down unique, irreplaceable structures and erect some bottom-tier garbage building on the smoking ruins. The sector system is thus quite a matter of contention among players, with a large portion preferring to scrap it entirely in favor of managing all planets manually, even if it means having to rifle through long lists with dozens, sometimes hundreds of worlds.
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.

to:

* 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.
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