History Main / CommandAndConquerEconomy

8th Feb '16 5:32:55 PM Zxczxczbfgman
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Corrected a typo: "bfarmland"
* 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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Spelling correction.
** 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.
12th Sep '15 9:39:02 PM nombretomado
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* While not requiring the player to build the necessary buildings, the ''AdvanceWars'' series requires the player to capture buildings on the map in order to build an economy and produce units. Never really explained why the armies couldn't bring everyone, although justified and handwaved in the latest DS game, Days of Ruin in that the world has been decimated and humanity almost wiped out, while the units produced by automated factories are useful only in a close proximity to their factory of origin, presumably that particular map.
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* While not requiring the player to build the necessary buildings, the ''AdvanceWars'' ''VideoGame/AdvanceWars'' series requires the player to capture buildings on the map in order to build an economy and produce units. Never really explained why the armies couldn't bring everyone, although justified and handwaved in the latest DS game, Days of Ruin in that the world has been decimated and humanity almost wiped out, while the units produced by automated factories are useful only in a close proximity to their factory of origin, presumably that particular map.
6th Sep '15 1:39:40 PM Eps05
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** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough when things go poorly and pirates and enemy factions start ripping into your empire, the constant need for private fleets to replace their losses can be a [[WarForFunAndProfit huge boon to your treasury]]. That is, until your economy starts to suffer for it.
26th Jun '15 10:26:54 AM poi99
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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. Compare 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. Compare Contrast GameplayAutomation where the game handles the economy.
31st May '15 8:37:10 AM Prfnoff
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Namespaces
* Noticably averted in ''DistantWorlds''. The universe contains a vast and thriving private economy that the player cannot control. This economy does many things that other games abstract out. Examples include the transport of resources from one point to another (be this within your own economy or trade with other civilizations) and tourism. These are then taxed by the player's government. Therefore, it is financially beneficial to arrange things so that a private economy develops, even if you can't control the details. In addition, one can delegate large swathes of gameplay to the AI which will automatically manage it, or so that the AI will make suggestions of the player, asking for only a thumbs-up.
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* Noticably averted in ''DistantWorlds''.''VideoGame/DistantWorlds''. The universe contains a vast and thriving private economy that the player cannot control. This economy does many things that other games abstract out. Examples include the transport of resources from one point to another (be this within your own economy or trade with other civilizations) and tourism. These are then taxed by the player's government. Therefore, it is financially beneficial to arrange things so that a private economy develops, even if you can't control the details. In addition, one can delegate large swathes of gameplay to the AI which will automatically manage it, or so that the AI will make suggestions of the player, asking for only a thumbs-up.

* Also created by Westwood Studios (who made ''Command and Conquer''), ''DuneII'' was the TropeMaker. Spice was gathered for cash, and justifiable in that local mining operations close to the battlefield, while contributing nothing to defense (indeed, increasing your need for defense) would be more expedient than shipping the raw materials and manpower to the front. ** ''EmperorBattleForDune'' tried to reduce some of the FridgeLogic by showing the Construction Yard drilling and mining for resources to build the buildings with.
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* Also created by Westwood Studios (who made ''Command and Conquer''), ''DuneII'' ''VideoGame/DuneII'' was the TropeMaker. Spice was gathered for cash, and justifiable in that local mining operations close to the battlefield, while contributing nothing to defense (indeed, increasing your need for defense) would be more expedient than shipping the raw materials and manpower to the front. ** ''EmperorBattleForDune'' ''VideoGame/EmperorBattleForDune'' tried to reduce some of the FridgeLogic by showing the Construction Yard drilling and mining for resources to build the buildings with.
8th May '15 7:45:48 PM nombretomado
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* Played straight in ''GalacticCivilizations''. Each planet has 2 build queues: one for structures, and one for ships. Nothing will happen unless you, the leader of an interstellar empire, tell it. The sequel adds planetary governors, which add a level of automation.
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* Played straight in ''GalacticCivilizations''.''VideoGame/GalacticCivilizations''. Each planet has 2 build queues: one for structures, and one for ships. Nothing will happen unless you, the leader of an interstellar empire, tell it. The sequel adds planetary governors, which add a level of automation.
1st Apr '15 8:45:25 PM nombretomado
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* The Koei line of ''VideoGame/RomanceOfTheThreeKingdoms'' video games (as in, the ones named for the series, not 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'' video games (as in, the ones named for the series, not 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.
31st Mar '15 5:03:56 PM Saber15
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* In ''VideoGame/StarRuler'' you need to manually order the construction of ships, but you can set Governors to automatically build structures on the planets you colonise. Military-oriented Governors will also hastily build small ships to defend their planets if an enemy enters their system. ''Star Ruler 2'' has automated building production based on "pressure" from imported goods; raw materials like metal will spur the creation of factories, luxuries builds up markets, et cetera. Megascale Imperial projects require the player to place them; most are the size of ''multiple'' cities and early on they can take your entire budget.
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* In ''VideoGame/StarRuler'' you need to manually order the construction of ships, but you can set Governors to automatically build structures on the planets you colonise. Military-oriented Governors will also hastily build small ships to defend their planets if an enemy enters their system. ''Star Ruler 2'' ''Videogame/StarRuler2'' has automated building production based on "pressure" from imported goods; raw materials like metal will spur the creation of factories, luxuries builds up markets, et cetera. Megascale Imperial projects require the player to place them; most are the size of ''multiple'' cities and early on they can take your entire budget.
29th Mar '15 10:31:56 PM jormis29
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* Played straight in ''{{Achron}}''. The buildings are purely military installations, as tends to be the case in most real-time strategy games. * In ''CompanyOfHeroes'', the player's capacity for resource gathering expanded automatically when new territory was captured. But the player has to micromanage other aspects of infrastructure, including upgrades to individual units. * In ''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. * In ''KnightsOfHonor'' villagers collect the available raw resources from the province automatically, but the player has to manage all other infrastructure per castle.
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* Played straight in ''{{Achron}}''.''VideoGame/{{Achron}}''. The buildings are purely military installations, as tends to be the case in most real-time strategy games. * In ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', the player's capacity for resource gathering expanded automatically when new territory was captured. But the player has to micromanage other aspects of infrastructure, including upgrades to individual units. * In ''Outpost 2'', ''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. * In ''KnightsOfHonor'' ''VideoGame/KnightsOfHonor'' villagers collect the available raw resources from the province automatically, but the player has to manage all other infrastructure per castle.
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