Follow TV Tropes

Following

History Main / ConstructAdditionalPylons

Go To

OR

Is there an issue? Send a MessageReason:
None


* The whole ''{{X-COM}}'' series. You need to build facilities to house your soldiers, scientists, engineers, craft and various supplies, you do not build people - these are recruited and delivered using some normal transport - and building your own craft in the midgame takes relatively realistic amount of time (they are pretty much fighters or transport fighters ranging from 14k - 34k man hours per one - this only counts the work your engineers do though. The construction costs you materials and money, which means there are probably lots of subcontractors who supply you with various non-alien parts in the design). The third installment, Apocalypse, expands on this. You can now no longer recruit anonymous guys from a practically bottom-less pool. You have applications which you browse to find the best skilled people and if there are no applications, you can't recruit anyone, period. Until the pool replenishes that is. The various vehicles have an headcount limit, but far from arbitrary - you can only stick so many guys in the cramped transport. In Apocalypse, this could be remedied by landing several transports at once or ferrying the agents group after group. In the tactical portion, you were limited to IIRC 6 squads of 6 people each though...

to:

* The whole ''{{X-COM}}'' ''{{VideoGame/XCOM}}'' series. You need to build facilities to house your soldiers, scientists, engineers, craft and various supplies, you do not build people - these are recruited and delivered using some normal transport - and building your own craft in the midgame takes relatively realistic amount of time (they are pretty much fighters or transport fighters ranging from 14k - 34k man hours per one - this only counts the work your engineers do though. The construction costs you materials and money, which means there are probably lots of subcontractors who supply you with various non-alien parts in the design). The third installment, Apocalypse, ''[[VideoGame/XCOMApocalypse Apocalypse]]'', expands on this. You can now no longer recruit anonymous guys from a practically bottom-less pool. You have applications which you browse to find the best skilled people and if there are no applications, you can't recruit anyone, period. Until the pool replenishes that is. The various vehicles have an headcount limit, but far from arbitrary - you can only stick so many guys in the cramped transport. In Apocalypse, this could be remedied by landing several transports at once or ferrying the agents group after group. In the tactical portion, you were limited to IIRC 6 squads of 6 people each though...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A justified trope in that the FTL gates used to transport the commander need to be pumped with huge amounts of energy and shut down after a few thousand pounds of matter are transferred. Without hope of resupply or reinforcements the commander must build an entire nation's worth of mines and factories to fuel their war machine.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/LegoRockRaiders'', you are only allowed to teleport in 9 [[WorkerUnit Rock Raiders]] before you have to construct a Support Station. After that, you get ten additional worker spaces for each Support Station constructed.

to:

* In ''VideoGame/LegoRockRaiders'', ''Franchise/RockRaiders'', you are only allowed to teleport in 9 [[WorkerUnit Rock Raiders]] before you have to construct a Support Station. After that, you get ten additional worker spaces for each Support Station constructed.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SupremeCommander'', spiritual successor to the aforementioned ''TotalAnnihilation'', has as a central plot-point the ACU (Armored Command Units), a marvel of technology that can create enormous armies out of nowhere (actually, exploiting the current landscapes of its mass and energy). This theoretically would reduce the casualties of war to, well, one single commander per battle. The problem is that the Aeon are fond of "Purging" non-believers (and thus, killing civilians in civilian structures) while the UEF is not above targeting civilian structures for the moral effect. Even the Cybran, in their bandit form, not under the fatherly leadership of Brain-in-a-futuristic-holographic-Jar Dr. Gustaf Brackman, tend to target civilians. You, ultimately, don't need the civilian structures to raise your headcount as your army is completely automated. They are there only for story-driven and aesthetic purposes.

to:

* ''VideoGame/SupremeCommander'', spiritual successor to the aforementioned ''TotalAnnihilation'', ''VideoGame/TotalAnnihilation'', has as a central plot-point the ACU (Armored Command Units), a marvel of technology that can create enormous armies out of nowhere (actually, exploiting the current landscapes of its mass and energy). This theoretically would reduce the casualties of war to, well, one single commander per battle. The problem is that the Aeon are fond of "Purging" non-believers (and thus, killing civilians in civilian structures) while the UEF is not above targeting civilian structures for the moral effect. Even the Cybran, in their bandit form, not under the fatherly leadership of Brain-in-a-futuristic-holographic-Jar Dr. Gustaf Brackman, tend to target civilians. You, ultimately, don't need the civilian structures to raise your headcount as your army is completely automated. They are there only for story-driven and aesthetic purposes.
Is there an issue? Send a MessageReason:
Added namespaces.


Several of the best-regarded games in the genre are ones that do something interesting with the concept. In ''VideoGame/{{Battlezone|1998}}'', the struggle for the AppliedPhlebotinum behind such wonders leads to a plot where the UsefulNotes/ColdWar is secretly duked out in hovertanks across the solar system. In ''TotalAnnihilation'', the ability to build armies out of nowhere is not an incongruity but the basis of the gameplay mechanics. If one constructor can build another constructor, then those two can build four, those eight, those sixteen...

to:

Several of the best-regarded games in the genre are ones that do something interesting with the concept. In ''VideoGame/{{Battlezone|1998}}'', the struggle for the AppliedPhlebotinum behind such wonders leads to a plot where the UsefulNotes/ColdWar is secretly duked out in hovertanks across the solar system. In ''TotalAnnihilation'', ''VideoGame/TotalAnnihilation'', the ability to build armies out of nowhere is not an incongruity but the basis of the gameplay mechanics. If one constructor can build another constructor, then those two can build four, those eight, those sixteen...



* Arbitrary restrictions on placement of buildings, usually called the control radius or somesuch. TropeCodifier ''VideoGame/DuneII'' could justify it by restricting your construction to rock, instead of building your houses on sand. Most games don't have such justifications. Increasing this radius is part of why ''StarCraft'' tells you to construct those [[TropeNamer additional pylons]].

to:

* Arbitrary restrictions on placement of buildings, usually called the control radius or somesuch. TropeCodifier ''VideoGame/DuneII'' could justify it by restricting your construction to rock, instead of building your houses on sand. Most games don't have such justifications. Increasing this radius is part of why ''StarCraft'' ''VideoGame/StarCraft'' tells you to construct those [[TropeNamer additional pylons]].
Is there an issue? Send a MessageReason:
Yes, we get that it\'s unrealistic. There\'s no need to continually harp on it.


[[HowUnscientific Highly unrealistic]] and often not even addressed, this is still [[NecessaryWeasel necessary to some fans]]. The feeling of building and managing a city in wartime is oft preferable as a fighting experience than going through with tactics and strategy. A great many varieties of AppliedPhlebotinum are invoked as justification, generally some way of ultra-fast manufacturing or teleporting assets onto the field. This is such a staple of RealTimeStrategy that games lacking it are sometimes categorized as being in a different genre altogether - specifically, Real Time Tactics.

to:

[[HowUnscientific Highly unrealistic]] and often not even addressed, While this is still [[NecessaryWeasel necessary to some fans]]. The certainly strains WillingSuspensionOfDisbelief, the feeling of building and managing a city in wartime is oft preferable as a fighting experience than going through with tactics and strategy. A great many varieties of AppliedPhlebotinum are invoked as justification, generally some way of ultra-fast manufacturing or teleporting assets onto the field. This is such a staple of RealTimeStrategy that games lacking it are sometimes categorized as being in a different genre altogether - specifically, Real Time Tactics.



'''Common fantastic/unrealistic elements include the following:'''

to:

'''Common fantastic/unrealistic elements include the following:'''
Is there an issue? Send a MessageReason:
Namespaces


* In ''TotalAnnihilation'' all sides start out with a Commander. The Commander builds factories that build construction units that build more factories and power plants and defenses. While there is no arbitrary limit on the size of your base, you are restricted to building mobile units from factories only. Unlike many other RTS games, resource collection is mostly preformed by stationary buildings - your construction units can reclaim wreckage of destroyed units, rocks, miscellaneous metallic structures, trees and flora, and the bodies of dead alien creatures (the serpents and scorpions) for a set amount of metal or energy, but otherwise you need to depend on stationary buildings for a steady stream of resources. Resource management is an important strategy, as the player who can control more of the metal deposits can get the upper hand.

to:

* In ''TotalAnnihilation'' ''VideoGame/TotalAnnihilation'' all sides start out with a Commander. The Commander builds factories that build construction units that build more factories and power plants and defenses. While there is no arbitrary limit on the size of your base, you are restricted to building mobile units from factories only. Unlike many other RTS games, resource collection is mostly preformed by stationary buildings - your construction units can reclaim wreckage of destroyed units, rocks, miscellaneous metallic structures, trees and flora, and the bodies of dead alien creatures (the serpents and scorpions) for a set amount of metal or energy, but otherwise you need to depend on stationary buildings for a steady stream of resources. Resource management is an important strategy, as the player who can control more of the metal deposits can get the upper hand.



* Played completely straight in the upcoming real-time strategy game ''{{Achron}}''.

to:

* Played completely straight in the upcoming real-time strategy game ''{{Achron}}''.''VideoGame/{{Achron}}'', primarily with Vecgir Power and human Reserves.



* In the second ''The Lord Of The Rings: The Battle For Middle-Earth'' game, the amount of farms (or mallorn trees in the case of the elves, or mines in the case of the dwarves) determines how many command points you have, capping at 1000.

to:

* In the second ''The Lord Of The Rings: The Battle For Middle-Earth'' ''VideoGame/TheBattleForMiddleEarth'' game, the amount of farms (or mallorn trees in the case of the elves, or mines in the case of the dwarves) determines how many command points you have, capping at 1000.



** Averted in DOW2 and its expansions; the main campaigns feature no base building at all, simply capturing strategic points and at most setting up an automated defense turret. Multiplayer only featured your main production building and whatever structure you could build on captured points.
* In ''LegoRockRaiders'', you are only allowed to teleport in 9 [[WorkerUnit Rock Raiders]] before you have to construct a Support Station. After that, you get ten additional worker spaces for each Support Station constructed.

to:

** Averted in DOW2 ''Dawn of War 2'' and its expansions; the main campaigns feature no base building at all, simply capturing strategic points and at most setting up an automated defense turret. Multiplayer only featured your main production building and whatever structure you could build on captured points.
* In ''LegoRockRaiders'', ''VideoGame/LegoRockRaiders'', you are only allowed to teleport in 9 [[WorkerUnit Rock Raiders]] before you have to construct a Support Station. After that, you get ten additional worker spaces for each Support Station constructed.



* ''Sudden Strike'' has no base building at all; you have a set number of forces to use in a given scenario and must make do with those. Enemy bases and factories can be captured though, repaired and in some scenarios put to work.

to:

* ''Sudden Strike'' ''VideoGame/SuddenStrike'' has no base building at all; you have a set number of forces to use in a given scenario and must make do with those. Enemy bases and factories can be captured though, repaired and in some scenarios put to work.



* ''GroundControl'' has the player select their units at the beginning of each level, and then fly them in from orbital {{Drop Ship}}s. Buildings and units are never constructed.

to:

* ''GroundControl'' ''VideoGame/GroundControl'' has the player select their units at the beginning of each level, and then fly them in from orbital {{Drop Ship}}s. Buildings and units are never constructed.



* ''WorldInConflict'' completely eschews base building, but does involve building small field fortifications at control points. While it is not realistic to have everything flown onto the field of battle during the fighting, it is a good deal better than pumping them out on the fly from factories.

to:

* ''WorldInConflict'' ''VideoGame/WorldInConflict'' completely eschews base building, but does involve building small field fortifications at control points. While it is not realistic to have everything flown onto the field of battle during the fighting, it is a good deal better than pumping them out on the fly from factories.



* The ''NintendoWars'' series has all the buildings on a map in place prior to deployment, which you'll have to capture with infantry to use. Although factories produce military hardware seemingly out of money instantly, you can't build more of the factories themselves.

to:

* The ''NintendoWars'' ''VideoGame/NintendoWars'' series has all the buildings on a map in place prior to deployment, which you'll have to capture with infantry to use. Although factories produce military hardware seemingly out of money instantly, you can't build more of the factories themselves.



* In ''Battle Realms'' you built the buildings to train soldiers, however, in order to actually get soldiers, you have to tell the peasants to train in the building. Apparently, the unit cost was the food/water that recruit needed.
* In PopulousTheBeginning, in order to train warriors, you need to send peasants to the barracks.

to:

* In ''Battle Realms'' ''VideoGame/BattleRealms'' you built the buildings to train soldiers, however, in order to actually get soldiers, you have to tell the peasants to train in the building. Apparently, the unit cost was the food/water that recruit needed.
* In PopulousTheBeginning, ''VideoGame/PopulousTheBeginning'', in order to train warriors, you need to send peasants to the barracks.



* ''EndWar'' has no buildings (except Uplinks, which are mission objectives, and cover, but they're not stuff you build), and only the ArbitraryHeadcountLimit, your Command Points, and your available reinforcements deciding how many units you can deploy to a given battlefield.

to:

* ''EndWar'' ''VideoGame/EndWar'' has no buildings (except Uplinks, which are mission objectives, and cover, but they're not stuff you build), and only the ArbitraryHeadcountLimit, your Command Points, and your available reinforcements deciding how many units you can deploy to a given battlefield.



* ''{{Blitzkrieg}}'', a WWII [=RTS=] that SugarWiki/NeedsMoreLove, lacked bases or resources of any kind. You have all your units at the start, and if you lose them they're gone. (Except for infantry, who can be resupplied as long as one member of the squad is still alive.) Sometimes you would get extra units in the form of 'reinforcements' arriving, but that was it.

to:

* ''{{Blitzkrieg}}'', ''VideoGame/{{Blitzkrieg}}'', a WWII [=RTS=] that SugarWiki/NeedsMoreLove, lacked bases or resources of any kind. You have all your units at the start, and if you lose them they're gone. (Except for infantry, who can be resupplied as long as one member of the squad is still alive.) Sometimes you would get extra units in the form of 'reinforcements' arriving, but that was it.
Is there an issue? Send a MessageReason:
None


* ''DawnOfWar'' also has most of these gameplay elements. It also does away with traditional resource gathering (mostly -- you still build field generators). The resource you must gather is ''controlled territory'' (represented by Strategic Points). The more of the map you hold, the quicker your requisition points come in.

to:

* ''DawnOfWar'' ''VideoGame/DawnOfWar'' also has most of these gameplay elements. It also does away with traditional resource gathering (mostly -- you still build field generators). The resource you must gather is ''controlled territory'' (represented by Strategic Points). The more of the map you hold, the quicker your requisition points come in.

Added: 813

Changed: 928

Removed: 301

Is there an issue? Send a MessageReason:
None


* ''VideoGame/DuneII'', while not the first RTS game, is the prime TropeMaker here. It and its derivative ''CommandAndConquer'' and ''Red Alert'' game series feature every element mentioned above to some degree.
** The first ''CommandAndConquer'' game did have a minor avoidance of this ... as Nod, you didn't manufacture your vehicles. Instead, you bought them, and had to fly them in. Given what's going on, you'd think that the backing powers would give you a bit more opening resources when you're, say, [[AdamSmithHatesYourGuts staging an attack on enemy HQ that's meant to wipe them off the planet.]]
* For the FourX-based ''RiseOfNations'', you build whole cities and infrastructure instead of normal bases: the cities expand your territory, your infrastructure increases your resource revenue, the resource increase only applies to farms, mines and lumber fields built within a certain radius of your city, you can only build within your own land. However, building a state is really the point; the game is really aiming at "{{RTS}}-style ''VideoGame/{{Civilization}}''" than ''CommandAndConquer''-style war. The EasyLogistics of battle are averted as your units suffer attrition damage when inside enemy turf, which is nullified if you keep a Supply Wagon nearby. The fact that nothing enters your military production buildings is still kinda strange though (helicopters ''never'' land, for instance).

to:

* ''VideoGame/DuneII'', while not the first RTS game, is the prime TropeMaker here. It and its derivative ''CommandAndConquer'' and ''Red Alert'' ''VideoGame/CommandAndConquer'' game series feature every element mentioned above to some degree.
** The first ''CommandAndConquer'' game ''VideoGame/CommandAndConquerTiberianDawn'' did have a minor avoidance of this ... as Nod, you didn't manufacture your vehicles. Instead, you bought them, and had to fly them in. Given what's going on, you'd think that the backing powers would give you a bit more opening resources when you're, say, [[AdamSmithHatesYourGuts staging an attack on enemy HQ that's meant to wipe them off the planet.]]
** {{Lampshaded}} in the ''VideoGame/CommandAndConquerRedAlert3'' tutorial, in which the Soviet Tank wonders why the most powerful military forces must gather ore in the middle of a war and wondering what's in that stuff anyways. He is immediately shot by the other tanks for "asking stupid questions".
* For the FourX-based ''RiseOfNations'', ''VideoGame/RiseOfNations'', you build whole cities and infrastructure instead of normal bases: the cities expand your territory, your infrastructure increases your resource revenue, the resource increase only applies to farms, mines and lumber fields built within a certain radius of your city, you can only build within your own land. However, building a state is really the point; the game is really aiming at "{{RTS}}-style ''VideoGame/{{Civilization}}''" than ''CommandAndConquer''-style ''Command & Conquer''-style war. The EasyLogistics of battle are averted as your units suffer attrition damage when inside enemy turf, which is nullified if you keep a Supply Wagon nearby. The fact that nothing enters your military production buildings is still kinda strange though (helicopters ''never'' land, for instance).



* {{Lampshaded}} in the ''VideoGame/CommandAndConquerRedAlert3'' tutorial, in which the Soviet Tank wonders why the most powerful military forces must gather ore in the middle of a war and wondering what's in that stuff anyways. He is immediately shot by the other tanks for "asking stupid questions".
Is there an issue? Send a MessageReason:
None


* In the ''TotalWar'' series there's no building units once you get to the battlefield. The only forces you get are the ones you've built and brought to the battle on the grand campaign map.

to:

* In the ''TotalWar'' ''VideoGame/TotalWar'' series there's no building units once you get to the battlefield. The only forces you get are the ones you've built and brought to the battle on the grand campaign map.
Is there an issue? Send a MessageReason:
Adding Little War Game to list.



to:

* In ''VideoGame/LittleWarGame'' players can either build Castles or Houses that increase their total Supply and will receive a red notice and sound informing them when they've reached their Supply limit. Unusually for the genre, the units will complete building inside their respective structures if the player doesn't have enough Supply, they just won't pop out.
Is there an issue? Send a MessageReason:
close paren; wasn\'t -> weren\'t (subjunctive)


* ''VideoGame/PanzerGeneral'' averts this, where units are requisitioned from HQ and have to be paid in "prestige" (i.e. the more successful you are, the more willing your superiors are to give you more units. This would work even better if one of the Soviet tanks [[GameBreaker wasn't]] [[GoodBadBugs free]].

to:

* ''VideoGame/PanzerGeneral'' averts this, where units are requisitioned from HQ and have to be paid in "prestige" (i.e. the more successful you are, the more willing your superiors are to give you more units. units). This would work even better if one of the Soviet tanks [[GameBreaker wasn't]] weren't]] [[GoodBadBugs free]].
Willbyr MOD

Changed: 204

Is there an issue? Send a MessageReason:
essentially JAFAAC


[[quoteright:211:[[StarCraft http://static.tvtropes.org/pmwiki/pub/images/211px-pylon_8342.png]]]]
[[caption-width-right:211:One down...]]

to:

[[quoteright:211:[[StarCraft http://static.tvtropes.org/pmwiki/pub/images/211px-pylon_8342.png]]]]
[[caption-width-right:211:One down...]]
%% Image removed per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1415400012081261700
%% Please start a new thread if you'd like to suggest an image.
%%


Added DiffLines:



Added DiffLines:

Is there an issue? Send a MessageReason:
None



to:

* In ''VideoGame/SpaceRun'', some ship components require an attached power station, which can be a pain to situate.
Is there an issue? Send a MessageReason:
None


** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]].

to:

** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]]. And StarcraftII for [[https://www.youtube.com/watch?v=e5tIHCb0uYw this remix]].
Is there an issue? Send a MessageReason:
None


* [[ClownCarBase Building factories and barracks that spew out vehicles and soldiers without anyone or anything (re-)entering them]]. Usually [[UnitsNotToScale not to scale]] either.

to:

* [[ClownCarBase Building factories and barracks that spew out vehicles and soldiers without anyone or anything (re-)entering (re-) entering them]]. Usually [[UnitsNotToScale not to scale]] either.
Is there an issue? Send a MessageReason:
None


* The TropeNamer is ''{{Starcraft}}'', which tells you [[MostAnnoyingSound incessantly]] that "You must construct additional pylons" in order to build more Protoss units. Pylons not only raise your ArbitraryHeadcountLimit but provide building limitations by supplying power to other structures; structures cannot be built outside a Pylon's power radius and will go offline if the Pylon(s) powering it are destroyed. The game justifies Zerg building limitations by requiring them to build on Creep, a carpet of purple MeatMoss. Their supply cap is "control", provided by the Overlord air units. Terrans rely on Supply Depots to extend the unit cap (and act as ad-hoc walls), but can plonk their buildings down pretty much anywhere there's room--heck, some of them can lift off and fly somewhere else!
** Also ''{{Warcraft}}'' with farms (Alliance), burrows (Horde), moonwells (Night Elves) and ziggurats (Scourge).

to:

* The TropeNamer is ''{{Starcraft}}'', ''VideoGame/{{Starcraft}}'', which tells you [[MostAnnoyingSound incessantly]] that "You must construct additional pylons" in order to build more Protoss units. Pylons not only raise your ArbitraryHeadcountLimit but provide building limitations by supplying power to other structures; structures cannot be built outside a Pylon's power radius and will go offline if the Pylon(s) powering it are destroyed. The game justifies Zerg building limitations by requiring them to build on Creep, a carpet of purple MeatMoss. Their supply cap is "control", provided by the Overlord air units. Terrans rely on Supply Depots to extend the unit cap (and act as ad-hoc walls), but can plonk their buildings down pretty much anywhere there's room--heck, some of them can lift off and fly somewhere else!
** Also ''{{Warcraft}}'' ''VideoGame/{{Warcraft}}'' with farms (Alliance), burrows (Horde), moonwells (Night Elves) and ziggurats (Scourge).



* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/{{Outpost 2}}'', a ''VideoGame/SimCity''/''Warcraft''-esque RTS InSpace with humanity colonizing another planet to survive. The planet they live on closely resembles Mars and thus their buildings have to be connected via airtight passageways, and humans mostly only work in buildings as overseers. All construction/resource gathering/fighting work is done by robots. As such, your base ''is'' a small city, and while there isn't necessarily a hard cap on population, not satisfying the colonists' various needs, such as housing and medical care, ''as well'' as paying attention to the military element, can lead to morale and workforce problems that can destroy a colony from within.

to:

* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/{{Outpost 2}}'', a ''VideoGame/SimCity''/''Warcraft''-esque ''VideoGame/SimCity''[=/=]''VideoGame/{{Warcraft}}''-esque RTS InSpace with humanity colonizing another planet to survive. The planet they live on closely resembles Mars and thus their buildings have to be connected via airtight passageways, and humans mostly only work in buildings as overseers. All construction/resource gathering/fighting work is done by robots. As such, your base ''is'' a small city, and while there isn't necessarily a hard cap on population, not satisfying the colonists' various needs, such as housing and medical care, ''as well'' as paying attention to the military element, can lead to morale and workforce problems that can destroy a colony from within.
Is there an issue? Send a MessageReason:
None


* ''WarWind'' requires the player to set up living quarters for every couple of units, which they then hire from elsewhere or recruit from people in the overworld.

to:

* ''WarWind'' ''VideoGame/WarWind'' requires the player to set up living quarters for every couple of units, which they then hire from elsewhere or recruit from people in the overworld.
Is there an issue? Send a MessageReason:
None



to:

* In ''VideoGame/{{Hamurabi}}'' the player has to eventually buy additional farmland to feed his growing population.
Is there an issue? Send a MessageReason:
None


* ''{{Blitzkrieg}}'', a WWII [=RTS=] that NeedsMoreLove, lacked bases or resources of any kind. You have all your units at the start, and if you lose them they're gone. (Except for infantry, who can be resupplied as long as one member of the squad is still alive.) Sometimes you would get extra units in the form of 'reinforcements' arriving, but that was it.

to:

* ''{{Blitzkrieg}}'', a WWII [=RTS=] that NeedsMoreLove, SugarWiki/NeedsMoreLove, lacked bases or resources of any kind. You have all your units at the start, and if you lose them they're gone. (Except for infantry, who can be resupplied as long as one member of the squad is still alive.) Sometimes you would get extra units in the form of 'reinforcements' arriving, but that was it.
Is there an issue? Send a MessageReason:
Adding new entry



to:

* ''VideoGame/{{Spellforce}}'' plays this and [[ArbitraryHeadcountLimit ArbitraryHeadcountLimit]] straight, but it's justified/explained quite nicely: You're a magical rune warrior, and you can summon your forces out of (magical) thin air. You only need buildings to create weapons and armor for your troops.
Is there an issue? Send a MessageReason:
None


Several of the best-regarded games in the genre are ones that do something interesting with the concept. In ''VideoGame/{{Battlezone|1998}}'', the struggle for the AppliedPhlebotinum behind such wonders leads to a plot where the ColdWar is secretly duked out in hovertanks across the solar system. In ''TotalAnnihilation'', the ability to build armies out of nowhere is not an incongruity but the basis of the gameplay mechanics. If one constructor can build another constructor, then those two can build four, those eight, those sixteen...

to:

Several of the best-regarded games in the genre are ones that do something interesting with the concept. In ''VideoGame/{{Battlezone|1998}}'', the struggle for the AppliedPhlebotinum behind such wonders leads to a plot where the ColdWar UsefulNotes/ColdWar is secretly duked out in hovertanks across the solar system. In ''TotalAnnihilation'', the ability to build armies out of nowhere is not an incongruity but the basis of the gameplay mechanics. If one constructor can build another constructor, then those two can build four, those eight, those sixteen...
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/ShatteredGalaxy'', marketed as the first MMORTS, made all units persistent and thus obsoleted base-building.

Changed: 1003

Removed: 310

Is there an issue? Send a MessageReason:
None


* The TropeNamer is ''{{Starcraft}}'', which tells you [[MostAnnoyingSound incessantly]] that "You must construct additional pylons" in order to build more Protoss units. Said pylons also provide power to nearby buildings, and as such act as a control radius for the Protoss. However, if they are destroyed, buildings in the radius not covered by other pylons go offline. The game justifies the control radius for the Zerg by requiring them to build on the Creep, an area of purple biomass "carpet". Their supply cap is "control", provided by the Overlord air units. Terrans rely on Supply Depots to extend the unit cap (and act as ad-hoc walls), but can plonk their buildings down pretty much anywhere there's room, and can relocate certain larger buildings through slowly moving them through the air.
** Also ''{{Warcraft}}'' with farms, burrows, moonwells, and ziggurats.
** The weird thing is that, canonically, you ''aren't'' constructing Pylons. You're warping in already-constructed pylons.
*** Made weirder by the fact that [[spoiler:the planet you're supposedly warping them in from has been overrun by Zerg in the expansion.]]
*** The weirdest is in ''VideoGame/StarcraftII'', where in one mission you are warping the units in, [[spoiler:despite this being the galaxy's last stand against the zerg]]

to:

* The TropeNamer is ''{{Starcraft}}'', which tells you [[MostAnnoyingSound incessantly]] that "You must construct additional pylons" in order to build more Protoss units. Said pylons also Pylons not only raise your ArbitraryHeadcountLimit but provide building limitations by supplying power to nearby buildings, and as such act as other structures; structures cannot be built outside a control Pylon's power radius for and will go offline if the Protoss. However, if they Pylon(s) powering it are destroyed, buildings in the radius not covered by other pylons go offline. destroyed. The game justifies the control radius for the Zerg building limitations by requiring them to build on the Creep, an area a carpet of purple biomass "carpet". MeatMoss. Their supply cap is "control", provided by the Overlord air units. Terrans rely on Supply Depots to extend the unit cap (and act as ad-hoc walls), but can plonk their buildings down pretty much anywhere there's room, and can relocate certain larger buildings through slowly moving room--heck, some of them through the air.
can lift off and fly somewhere else!
** Also ''{{Warcraft}}'' with farms, burrows, moonwells, farms (Alliance), burrows (Horde), moonwells (Night Elves) and ziggurats.
ziggurats (Scourge).
** The weird thing is that, canonically, you ''aren't'' constructing Pylons. You're warping in already-constructed pylons.
*** Made
pylons from somewhere else. This is made weirder by in the fact that [[spoiler:the planet expansion packs and sequels, where--again, canonically--the place you're supposedly warping them in from ''from'' has been overrun by Zerg in the expansion.]]
*** The weirdest
hostile forces. This unrealism is taken to its most logical extent in ''VideoGame/StarcraftII'', where in one BadFuture mission you fighting the Milky Way's LastStand. Literally every remaining member of the Protoss race lives in your base... except for the ones you are magically warping the units in, [[spoiler:despite this being the galaxy's last stand against the zerg]]in from somewhere else.
Is there an issue? Send a MessageReason:
None


[[quoteright:211:http://static.tvtropes.org/pmwiki/pub/images/211px-pylon_8342.png]]

to:

[[quoteright:211:http://static.[[quoteright:211:[[StarCraft http://static.tvtropes.org/pmwiki/pub/images/211px-pylon_8342.png]]png]]]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:211:http://static.tvtropes.org/pmwiki/pub/images/211px-pylon_8342.png]]
[[caption-width-right:211:One down...]]

Added: 415

Changed: 116

Is there an issue? Send a MessageReason:
The biology of Populous The Beginning is weird.


* In PopulousTheBeginning, in order to train warriors, you needed to send peasants to the barracks... additionally, in order to get more peasants you have to get them to populate the huts (or convert wild people).

to:

* In PopulousTheBeginning, in order to train warriors, you needed need to send peasants to the barracks... additionally, in order to get more barracks.
** Played weirdly straight with the peasants, though. A hut is effectively a peasant factory. Although it produces
peasants you faster when it already contains some, it still produces them when it's empty. And of course constructing buildings requires wood, although in an aversion of EasyLogistics the peasants have to get them to populate carry the huts (or convert wild people).wood to the construction site. Fortunately, they're smart enough to do that on their own.
Is there an issue? Send a MessageReason:
None


* Building factories and barracks that spew out vehicles and soldiers without anyone or anything (re-)entering them. Usually [[UnitsNotToScale not to scale]] either.

to:

* [[ClownCarBase Building factories and barracks that spew out vehicles and soldiers without anyone or anything (re-)entering them.them]]. Usually [[UnitsNotToScale not to scale]] either.
Is there an issue? Send a MessageReason:
None


* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/Outpost2'', a ''VideoGame/SimCity''/''Warcraft''-esque RTS InSpace with humanity colonizing another planet to survive. The planet they live on closely resembles Mars and thus their buildings have to be connected via airtight passageways, and humans mostly only work in buildings as overseers. All construction/resource gathering/fighting work is done by robots. As such, your base ''is'' a small city, and while there isn't necessarily a hard cap on population, not satisfying the colonists' various needs, such as housing and medical care, ''as well'' as paying attention to the military element, can lead to morale and workforce problems that can destroy a colony from within.

to:

* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/Outpost2'', ''VideoGame/{{Outpost 2}}'', a ''VideoGame/SimCity''/''Warcraft''-esque RTS InSpace with humanity colonizing another planet to survive. The planet they live on closely resembles Mars and thus their buildings have to be connected via airtight passageways, and humans mostly only work in buildings as overseers. All construction/resource gathering/fighting work is done by robots. As such, your base ''is'' a small city, and while there isn't necessarily a hard cap on population, not satisfying the colonists' various needs, such as housing and medical care, ''as well'' as paying attention to the military element, can lead to morale and workforce problems that can destroy a colony from within.
Is there an issue? Send a MessageReason:
None


* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''{{Outpost 2}}'', a ''VideoGame/SimCity''/''Warcraft''-esque RTS InSpace with humanity colonizing another planet to survive. The planet they live on closely resembles Mars and thus their buildings have to be connected via airtight passageways, and humans mostly only work in buildings as overseers. All construction/resource gathering/fighting work is done by robots. As such, your base ''is'' a small city, and while there isn't necessarily a hard cap on population, not satisfying the colonists various needs, such as housing and medical care, ''as well'' as paying attention to the military element, can lead to morale and workforce problems that can destroy a colony from within.

to:

* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''{{Outpost 2}}'', ''VideoGame/Outpost2'', a ''VideoGame/SimCity''/''Warcraft''-esque RTS InSpace with humanity colonizing another planet to survive. The planet they live on closely resembles Mars and thus their buildings have to be connected via airtight passageways, and humans mostly only work in buildings as overseers. All construction/resource gathering/fighting work is done by robots. As such, your base ''is'' a small city, and while there isn't necessarily a hard cap on population, not satisfying the colonists colonists' various needs, such as housing and medical care, ''as well'' as paying attention to the military element, can lead to morale and workforce problems that can destroy a colony from within.

Top