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* This is one of the main gimmicks of the [[MassivelyMultiplayerOnlineRolePlayingGame MMO]] ''VideoGame/{{Foxhole}}'', as every structure besides the pre-generated towns is player-built. Some examples are:
** Bunker Bases act as forward spawn points and additional stockpiles, and can be upgraded with additional modifications. The most well-constructed Bunker Bases are fortresses stronger than most in-game cities, with concrete walls and control of powerful artillery emplacements.
** Watchtowers supply players with knowledge of troop movements and structure locations on the map. Certain advanced structures can steal data from enemy watchtowers.
** Pillboxes and Garrisons automatically fire on approaching enemy troops, and must be built near a Bunker Base to be active.
** Facilities are player-made factories able to construct normal equipment faster than pre-generated factories, as well as being the only way to build the game’s most advanced equipment.
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* Another interesting real life case was the Battle of Lake Erie during the UsefulNotes/WarOf1812. Unlike in most naval battles, where each side has a pre-existing fleet which they then sail a fair way across an ocean, it was fought almost entirely using ships that were constructed on the lakeside solely for the purpose of taking control of the lake, using whatever local materials were at hand, by mostly local shipwrights, and manned by mostly local sailors. The only items that really had to be imported were cannons. In fact, the American fleet was fighting within what would have been visual range of the place it was built had there not been a small peninsula in the way.
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** The ''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, which makes sense for early tech which is all but stated to be whatever a struggling third-world terrorist group could get their hands on through the black market (e.g. their "light tank" is actually an infantry fighting vehicle with a tank cannon attached) but starts getting weird when you're purchasing endgame tech that is explicitly developed and produced by Nod themselves.
** {{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".[[note]]The ''Tiberian'' games explained it by instead using the totally fictional [[GreenRocks Tiberium]], which is explained as leeching rare and valuable minerals from deep underground, which normally require considerable expense to mine, then sending them to the surface in convenient (albeit highly-radioactive and mutagenic) crystals which can be collected en masse by glorified garbage trucks, then melted down in a refinery.[[/note]]

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** The ''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, which makes sense for early tech which is all but stated to be whatever a struggling third-world terrorist group could get their hands on through the black market (e.g. their "light tank" is actually an infantry fighting vehicle with a tank cannon attached) but starts getting weird when you're purchasing endgame tech that is explicitly developed and produced by Nod themselves.
themselves, like the flame and stealth tanks.
** {{Lampshaded}} {{Lampshade|Hanging}}d 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".[[note]]The ''Tiberian'' games explained it by instead using the totally fictional [[GreenRocks Tiberium]], which is explained as leeching leeches rare and valuable minerals from deep underground, which normally require considerable expense to mine, then sending them to the surface in convenient (albeit highly-radioactive and mutagenic) crystals which can be collected en masse by glorified garbage trucks, then melted down in a refinery.[[/note]]



** The weird thing is that, canonically, you ''aren't'' constructing Pylons. You're warping in already-constructed pylons from somewhere else. This is made weirder in the expansion packs and sequels, where--again, canonically--the place you're warping them in ''from'' has been overrun by 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 in from somewhere else.
** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]]. And VideoGame/StarcraftII for [[https://www.youtube.com/watch?v=e5tIHCb0uYw this remix]].

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** The weird thing is that, canonically, you ''aren't'' constructing Pylons. You're warping in already-constructed pylons from somewhere else. This is made weirder in the expansion packs and sequels, where--again, canonically--the place you're warping them in ''from'' has been overrun by hostile forces. This unrealism is taken to its most logical extent in ''VideoGame/StarcraftII'', where in one BadFuture mission you where you're 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 in from somewhere else.
** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]]. And VideoGame/StarcraftII ''Starcraft II'' for [[https://www.youtube.com/watch?v=e5tIHCb0uYw this remix]].
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** {{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".[[note]]The ''Tiberian'' games explained it by instead using the totally fictional [[GreenRocks Tiberium]], which is explained as leeching rare and valuable minerals from deep underground, which normally require considerable expense to mine, then sending them to the surface in convenient (albeit highly-radioactive and mutagenic) crystals which can be collected en masse by glorified garbage trucks, then melted down in a refinery

to:

** {{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".[[note]]The ''Tiberian'' games explained it by instead using the totally fictional [[GreenRocks Tiberium]], which is explained as leeching rare and valuable minerals from deep underground, which normally require considerable expense to mine, then sending them to the surface in convenient (albeit highly-radioactive and mutagenic) crystals which can be collected en masse by glorified garbage trucks, then melted down in a refineryrefinery.[[/note]]
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* [[ClownCarBase Building factories and barracks that spew out vehicles and soldiers without anyone or anything (re-) entering them]]. Usually [[UnitsNotToScale not to scale]] either.

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* [[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.



** The ''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".
* ''VideoGame/HaloWars'' has fixed bases, each of which contains plots for 4-6 buildings. No construction units are present. Instead, the base gets flown in from your CoolShip (or teleported in the case of the bad guys.)

to:

** The ''VideoGame/CommandAndConquerTiberianDawn'' did have a minor avoidance of this ... 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 in, which makes sense for early tech which is all but stated to be whatever a struggling third-world terrorist group could get their hands on through the black market (e.g. their "light tank" is actually an infantry fighting vehicle with a tank cannon attached) but starts getting weird when you're purchasing endgame tech 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.]]
is explicitly developed and produced by Nod themselves.
** {{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".
questions".[[note]]The ''Tiberian'' games explained it by instead using the totally fictional [[GreenRocks Tiberium]], which is explained as leeching rare and valuable minerals from deep underground, which normally require considerable expense to mine, then sending them to the surface in convenient (albeit highly-radioactive and mutagenic) crystals which can be collected en masse by glorified garbage trucks, then melted down in a refinery
* ''VideoGame/HaloWars'' has fixed bases, each of which contains plots for 4-6 buildings. No construction units are present. Instead, the base gets flown in from your CoolShip (or teleported in the case of the bad guys.)guys).
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removing sugar wiki


* ''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.

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* ''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.

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Examples sorted


* ''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.
** There are also chokepoints (spot on the map or airfield) through which reinforcements can be sent from outside the map. This allows for realistic cutting of the supply lines by attacking the said units before they can hold their ground, or simply [[BoringButPractical dropping a lot of land mines]] at that spot.
* The earlier ''VideoGame/{{Myth}}: The Fallen Lords'' uses a similar model, with the exception that you're occasionally given reinforcements at scripted points, and can pick your forces using a point system in multiplayer.

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[[foldercontrol]]

[[folder:Real-Time Strategy]]
* ''VideoGame/SuddenStrike'' has no base building at all; In ''VideoGame/BattleRealms'' you built the buildings to train soldiers, however, in order to actually get soldiers, you have a set number of forces to use tell the peasants to train in the building. Apparently, the unit cost was the food/water that recruit needed.
* ''VideoGame/{{Blitzkrieg}}'',
a given scenario and must make do with those. Enemy WWII [=RTS=] that SugarWiki/NeedsMoreLove, lacked bases or resources of any kind. You have all your units at the start, and factories if you lose them they're gone. (Except for infantry, who can be captured though, repaired 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.
* In ''VideoGame/BrutalLegend'', there are only two structures: the Stage (which functions as your base from where units are built)
and in some scenarios put to work.
** There
Merch Booths (which are also chokepoints (spot built upon Fan Geysers to channel resources to your Stage). You must upgrade your base to unlock higher tier units as well as increasing your ArbitraryHeadcountLimit and the battle is won when you destroy your enemy's base.
* Averted in ''VideoGame/{{Darwinia}}'' and ''Multiwinia'', which have almost no construction element at all. Most buildings are pre-existing and need only be taken control of, bar a very few deploy-ables such as the turret weapons.
* ''VideoGame/EmpireAtWar'', at least in Story and Galactic Conquest modes, because everything is built/trained/recruited between battles,
on the map or airfield) through Galactic map. Space Skirmish is the only exception, since you have to constantly upgrade your space station during battle, build mining facilities on asteroids, and gain control of and build on defense satellites. Even then, you at least start off with (a level one) station (and optionally some free fighters) and credits to build stuff with with.
* ''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 can be sent from outside the map. This allows for realistic cutting of the supply lines by attacking the said deciding how many units before they you can hold their ground, or simply [[BoringButPractical dropping deploy to a lot of land mines]] at that spot.
* The earlier ''VideoGame/{{Myth}}: The Fallen Lords'' uses a similar model, with the exception that you're occasionally
given reinforcements at scripted points, and can pick your forces using a point system in multiplayer.battlefield.



* ''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.

to:

* ''VideoGame/WorldInConflict'' completely eschews ''VideoGame/{{Homeworld}}'' avoids actual base building, but does involve building small field fortifications at control points. While it is not realistic to have by wrapping most everything flown onto up into the Mothership, which contains everything necessary for building any of the other ships in the game as well as eliminating the need for "houses". Very helpful since everything takes place in the 3-dimensional vacuum of space. The only two other ships that stay with the Mothership to form the "base" are the Research Ships, which are needed to advance up the technology tree, and the Sensors Array, which floats nearby and boosts... well your sensors. Carriers often form part of the home base as well, but they usually are needed at the front to fuel smaller ships and strengthen the assault directly.
** ''Cataclysm'' and HW2 push back into traditional base building territory by having you construct modules on their respective Motherships before any thing else can be done. This internalized the research and sensor ships making the Mothership a true all in one
field of battle during base construct. The two games also let the fighting, it is a good deal better than pumping them out Mothership move in single player, though Carriers still typically take the role of building on the fly front line.
*** ''Cataclysm'' even goes so far as to making you build Support Modules, which essentially act as houses for the crew, allowing you to build more ships. [[FridgeLogic Where the additional crew members come
from factories.is up for debate.]]
*** It's said that the Support Modules in Cataclysm didn't represent housing for crew, but rather the command and control capability needed to coordinate more units.
*** Part of the problem is the ambiguity as to whether the ships are controlled remotely from the mothership or directly crewed. Incidental radio chatter and the terrified screams when the Beast infects would indicate direct crews, but other things like the missions involving control disruption, the drifting exploding ships after the motherships are destroyed, and the inability to capture certain ships due to incompatible systems indicate remote control.
*** The [[AllThereInTheManual game's background]] implies that Cataclysm's two Somtaaw motherships were a home away from home for a significant proportion of Kiith Somtaaw, who found themselves driven into the depths of space thanks to their limited clout in the New Diamid. Significant numbers were carried aboard each mothership in [[HumanPopsicle cryostasis]] and rotated in and out in half-year-long shifts.
* 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.
* There are no bases at all in the ''VideoGame/MechCommander'' games. There is no in-game unit construction. The best you can do is in the second game, where you can disable an enemy 'Mech and have one of your pilots hijack it. There is in-game repairing of units, but even that is limited. It is purely a tactical combat game.
** It is possible to capture certain buildings, at least in the first game - turret control buildings and repair gantries are particularly useful. Gate controls...not so much, unless you have jump jets.
* The earlier ''VideoGame/{{Myth}}: The Fallen Lords'' uses a similar model, with the exception that you're occasionally given reinforcements at scripted points, and can pick your forces using a point system in multiplayer.
* Subverted by ''VideoGame/OriginalWar'', an RTS from 2001. You build a base in there, but nothing's really going to do itself: you want to store supplies? You need a warehouse, and a couple of guys who will bring the stuff inside. You want to make tanks? Then you need a factory, and a guy who can build vehicles. Oh, and once you have it, you need a driver, too. And no building is gonna build itself, you know. Oh, have I mentioned you need power plants? And fuel for those? And, if you want to build a ton of infantrymen and rush the enemy base with them... Too bad, you can't, the best you can do is to recruit some local apemen. But you need someone to tame them, and to find them, too.
* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/{{Outpost2}}'', a ''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.



* ''VideoGame/TheSettlers'' games largely avert this trope by having the goal be to build an effective settlement with an efficient economy. In fact, in the first ''Settlers'', it was often possible to win a level without significant military engagement because the computer character would eventually simply run their own economy into the ground.
* ''VideoGame/ShatteredGalaxy'', marketed as the first MMORTS, made all units persistent and thus obsoleted base-building.
* In ''VideoGame/SpaceRun'', some ship components require an attached power station, which can be a pain to situate.
* ''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.
** There are also chokepoints (spot on the map or airfield) through which reinforcements can be sent from outside the map. This allows for realistic cutting of the supply lines by attacking the said units before they can hold their ground, or simply [[BoringButPractical dropping a lot of land mines]] at that spot.
* ''VideoGame/SupremeCommander'', spiritual successor to the aforementioned ''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.
** The AppliedPhlebotinum is that the Commanders are basically the largest thing that can be teleported safely via Quantum Gates. So it stands to reason that an ACU arrives with only the most basic to start building (that is: an small energy reactor, mass generator, and simple engineer tool). With those, it can construct more-complex factories that can themselves construct more-complex and specialized units. The ACU itself can upgrade its simple Engineer tool (among other things, like chest-mounted-deathray) once it has acquired sufficient resources from the immediate vicinities.
* ''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.
* In ''VideoGame/{{Z}}'' you can't construct factories. You can rebuild a destroyed bridge and construct defensive guns, though. Building units is justified as it takes pretty long and they're mostly robots. You can also put a robot inside an abandoned vehicle or gun.
[[/folder]]

[[folder:Strategy Games]]
* In ''VideoGame/{{Hamurabi}}'' the player has to eventually buy additional farmland to feed his growing population.



* ''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 weren't]] [[GoodBadBugs free]].
* In ''VideoGame/PopulousTheBeginning'', in order to train warriors, you need to send peasants to the barracks.
** Played weirdly straight with the peasants, though. A hut is effectively a peasant factory. Although it produces peasants 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 carry the wood to the construction site. Fortunately, they're smart enough to do that on their own.
* ''VideoGame/{{Prismata}}'' requires you to have energy before you can build additional workers.



* There are no bases at all in the ''VideoGame/MechCommander'' games. There is no in-game unit construction. The best you can do is in the second game, where you can disable an enemy 'Mech and have one of your pilots hijack it. There is in-game repairing of units, but even that is limited. It is purely a tactical combat game.
** It is possible to capture certain buildings, at least in the first game - turret control buildings and repair gantries are particularly useful. Gate controls...not so much, unless you have jump jets.
* In ''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 ''VideoGame/PopulousTheBeginning'', in order to train warriors, you need to send peasants to the barracks.
** Played weirdly straight with the peasants, though. A hut is effectively a peasant factory. Although it produces peasants 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 carry the wood to the construction site. Fortunately, they're smart enough to do that on their own.
* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/{{Outpost2}}'', a ''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.
* Averted in ''VideoGame/{{Darwinia}}'' and ''Multiwinia'', which have almost no construction element at all. Most buildings are pre-existing and need only be taken control of, bar a very few deploy-ables such as the turret weapons.
* ''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.
* ''VideoGame/EmpireAtWar'', at least in Story and Galactic Conquest modes, because everything is built/trained/recruited between battles, on the Galactic map. Space Skirmish is the only exception, since you have to constantly upgrade your space station during battle, build mining facilities on asteroids, and gain control of and build on defense satellites. Even then, you at least start off with (a level one) station (and optionally some free fighters) and credits to build stuff with with.
* Subverted by ''VideoGame/OriginalWar'', an RTS from 2001. You build a base in there, but nothing's really going to do itself: you want to store supplies? You need a warehouse, and a couple of guys who will bring the stuff inside. You want to make tanks? Then you need a factory, and a guy who can build vehicles. Oh, and once you have it, you need a driver, too. And no building is gonna build itself, you know. Oh, have I mentioned you need power plants? And fuel for those? And, if you want to build a ton of infantrymen and rush the enemy base with them... Too bad, you can't, the best you can do is to recruit some local apemen. But you need someone to tame them, and to find them, too.
* ''VideoGame/SupremeCommander'', spiritual successor to the aforementioned ''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.
** The AppliedPhlebotinum is that the Commanders are basically the largest thing that can be teleported safely via Quantum Gates. So it stands to reason that an ACU arrives with only the most basic to start building (that is: an small energy reactor, mass generator, and simple engineer tool). With those, it can construct more-complex factories that can themselves construct more-complex and specialized units. The ACU itself can upgrade its simple Engineer tool (among other things, like chest-mounted-deathray) once it has acquired sufficient resources from the immediate vicinities.
* ''VideoGame/TheSettlers'' games largely avert this trope by having the goal be to build an effective settlement with an efficient economy. In fact, in the first ''Settlers'', it was often possible to win a level without significant military engagement because the computer character would eventually simply run their own economy into the ground.



* ''VideoGame/{{Homeworld}}'' avoids actual base building by wrapping most everything up into the Mothership, which contains everything necessary for building any of the other ships in the game as well as eliminating the need for "houses". Very helpful since everything takes place in the 3-dimensional vacuum of space. The only two other ships that stay with the Mothership to form the "base" are the Research Ships, which are needed to advance up the technology tree, and the Sensors Array, which floats nearby and boosts... well your sensors. Carriers often form part of the home base as well, but they usually are needed at the front to fuel smaller ships and strengthen the assault directly.
** ''Cataclysm'' and HW2 push back into traditional base building territory by having you construct modules on their respective Motherships before any thing else can be done. This internalized the research and sensor ships making the Mothership a true all in one field base construct. The two games also let the Mothership move in single player, though Carriers still typically take the role of building on the front line.
*** ''Cataclysm'' even goes so far as to making you build Support Modules, which essentially act as houses for the crew, allowing you to build more ships. [[FridgeLogic Where the additional crew members come from is up for debate.]]
*** It's said that the Support Modules in Cataclysm didn't represent housing for crew, but rather the command and control capability needed to coordinate more units.
*** Part of the problem is the ambiguity as to whether the ships are controlled remotely from the mothership or directly crewed. Incidental radio chatter and the terrified screams when the Beast infects would indicate direct crews, but other things like the missions involving control disruption, the drifting exploding ships after the motherships are destroyed, and the inability to capture certain ships due to incompatible systems indicate remote control.
*** The [[AllThereInTheManual game's background]] implies that Cataclysm's two Somtaaw motherships were a home away from home for a significant proportion of Kiith Somtaaw, who found themselves driven into the depths of space thanks to their limited clout in the New Diamid. Significant numbers were carried aboard each mothership in [[HumanPopsicle cryostasis]] and rotated in and out in half-year-long shifts.
* ''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 weren't]] [[GoodBadBugs free]].
* ''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.
* In ''VideoGame/{{Z}}'' you can't construct factories. You can rebuild a destroyed bridge and construct defensive guns, though. Building units is justified as it takes pretty long and they're mostly robots. You can also put a robot inside an abandoned vehicle or gun.
* ''VideoGame/ShatteredGalaxy'', marketed as the first MMORTS, made all units persistent and thus obsoleted base-building.
* In ''VideoGame/{{Hamurabi}}'' the player has to eventually buy additional farmland to feed his growing population.
* In ''VideoGame/SpaceRun'', some ship components require an attached power station, which can be a pain to situate.
* 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.
* In ''Videogame/BrutalLegend'', there are only two structures: the Stage (which functions as your base from where units are built) and Merch Booths (which are built upon Fan Geysers to channel resources to your Stage). You must upgrade your base to unlock higher tier units as well as increasing your ArbitraryHeadcountLimit and the battle is won when you destroy your enemy's base.
* ''VideoGame/{{Prismata}}'' requires you to have energy before you can build additional workers.

to:

* ''VideoGame/{{Homeworld}}'' avoids actual base building by wrapping most everything up into the Mothership, which contains everything necessary for building any of the other ships in the game as well as eliminating the need for "houses". Very helpful since everything takes place in the 3-dimensional vacuum of space. The only two other ships that stay with the Mothership to form the "base" are the Research Ships, which are needed to advance up the technology tree, and the Sensors Array, which floats nearby and boosts... well your sensors. Carriers often form part of the home base as well, but they usually are needed at the front to fuel smaller ships and strengthen the assault directly.
** ''Cataclysm'' and HW2 push back into traditional base building territory by having you construct modules on their respective Motherships before any thing else can be done. This internalized the research and sensor ships making the Mothership a true all in one field base construct. The two games also let the Mothership move in single player, though Carriers still typically take the role of building on the front line.
*** ''Cataclysm'' even goes so far as to making you build Support Modules, which essentially act as houses for the crew, allowing you to build more ships. [[FridgeLogic Where the additional crew members come from is up for debate.]]
*** It's said that the Support Modules in Cataclysm didn't represent housing for crew, but rather the command and control capability needed to coordinate more units.
*** Part of the problem is the ambiguity as to whether the ships are controlled remotely from the mothership or directly crewed. Incidental radio chatter and the terrified screams when the Beast infects would indicate direct crews, but other things like the missions involving control disruption, the drifting exploding ships after the motherships are destroyed, and the inability to capture certain ships due to incompatible systems indicate remote control.
*** The [[AllThereInTheManual game's background]] implies that Cataclysm's two Somtaaw motherships were a home away from home for a significant proportion of Kiith Somtaaw, who found themselves driven into the depths of space thanks to their limited clout in the New Diamid. Significant numbers were carried aboard each mothership in [[HumanPopsicle cryostasis]] and rotated in and out in half-year-long shifts.
* ''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 weren't]] [[GoodBadBugs free]].
* ''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.
* In ''VideoGame/{{Z}}'' you can't construct factories. You can rebuild a destroyed bridge and construct defensive guns, though. Building units is justified as it takes pretty long and they're mostly robots. You can also put a robot inside an abandoned vehicle or gun.
* ''VideoGame/ShatteredGalaxy'', marketed as the first MMORTS, made all units persistent and thus obsoleted base-building.
* In ''VideoGame/{{Hamurabi}}'' the player has to eventually buy additional farmland to feed his growing population.
* In ''VideoGame/SpaceRun'', some ship components require an attached power station, which can be a pain to situate.
* 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.
* In ''Videogame/BrutalLegend'', there are only two structures: the Stage (which functions as your base from where units are built) and Merch Booths (which are built upon Fan Geysers to channel resources to your Stage). You must upgrade your base to unlock higher tier units as well as increasing your ArbitraryHeadcountLimit and the battle is won when you destroy your enemy's base.
* ''VideoGame/{{Prismata}}'' requires you to have energy before you can build additional workers.
[[/folder]]
Is there an issue? Send a MessageReason:
None


* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/{{Outpost 2}}'', a ''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.

to:

* Mostly averted/[[JustifiedTrope justified]] in Sierra's ''VideoGame/{{Outpost 2}}'', ''VideoGame/{{Outpost2}}'', a ''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.

Added: 5129

Changed: 5147

Removed: 4576

Is there an issue? Send a MessageReason:
Examples sorted


* The TropeNamer is ''VideoGame/{{Starcraft}}'', which tells you 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!
** The weird thing is that, canonically, you ''aren't'' constructing Pylons. You're warping in already-constructed pylons from somewhere else. This is made weirder in the expansion packs and sequels, where--again, canonically--the place you're warping them in ''from'' has been overrun by 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 in from somewhere else.
** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]]. And VideoGame/StarcraftII for [[https://www.youtube.com/watch?v=e5tIHCb0uYw this remix]].
** They did manage to avert some degree of TheComputerIsACheatingBastard, however, by simply having you fight more than one faction at once (though infighting rarely occurred).
* ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have]]. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.
* ''VideoGame/DuneII'', while not the first RTS game, is the prime TropeMaker here. It and its derivative ''VideoGame/CommandAndConquer'' game series feature every element mentioned above to some degree.
** The ''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 ''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 ''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).
* In ''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.
** 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.

to:

[[foldercontrol]]

[[folder:Real-Time Strategy]]
* The TropeNamer is ''VideoGame/{{Starcraft}}'', which tells you that "You must construct additional pylons" Played completely straight 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!
** The weird thing is that, canonically, you ''aren't'' constructing Pylons. You're warping in already-constructed pylons from somewhere else. This is made weirder in the expansion packs and sequels, where--again, canonically--the place you're warping them in ''from'' has been overrun by 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 in from somewhere else.
** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]]. And VideoGame/StarcraftII for [[https://www.youtube.com/watch?v=e5tIHCb0uYw this remix]].
** They did manage to avert some degree of TheComputerIsACheatingBastard, however, by simply having you fight more than one faction at once (though infighting rarely occurred).
* ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have]]. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety
''VideoGame/{{Achron}}'', primarily with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) Vecgir Power and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.
* ''VideoGame/DuneII'', while not the first RTS game, is the prime TropeMaker here. It and its derivative ''VideoGame/CommandAndConquer'' game series feature every element mentioned above to some degree.
** The ''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 ''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 ''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).
* In ''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.
** 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.
human Reserves.



* ''VideoGame/HaloWars'' has fixed bases, each of which contains plots for 4-6 buildings. No construction units are present. Instead, the base gets flown in from your CoolShip (or teleported in the case of the bad guys.)
* ''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.
* ''VideoGame/PlantsVsZombies'' has Sunflowers (and for night stages, Sun-Shrooms), which do nothing but produce Sun, which is required to buy plants for attacking or blocking. It's not unusual to have more than a third of the field completely covered in Sunflowers on more advanced stages.
* Played completely straight in ''VideoGame/{{Achron}}'', primarily with Vecgir Power and human Reserves.
* Parodied [[http://archives.sluggy.com/book.php?chapter=14#1999-07-23 here]] in ''Webcomic/SluggyFreelance'' when [[IdiotHero Torg]], stranded in medieval England and pretending to be the Warlord of Mercia, has to lead his army into battle.
--> '''Torg''': ''Alright'', we'll need some of the townsfolk to chop down trees, mine for gold, and set up solar collectors in case we need to build more troops. Do we have any dragons yet?

to:

* ''VideoGame/HaloWars'' has fixed ''VideoGame/AztecWars'' simplifies the usual system. On each map you are limited to a number of pre-placed bases, each of which contains plots for 4-6 buildings. No construction units are present. Instead, the base gets flown in from your CoolShip (or teleported in the case of the bad guys.)
* ''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.
* ''VideoGame/PlantsVsZombies'' has Sunflowers (and for night stages, Sun-Shrooms), which do nothing but
can only produce Sun, which is required to buy plants for attacking the weakest infantry unit, but can be expanded into one of two or blocking. It's not unusual to have more than a third three types: Village, City and Fortress. Each of the field completely covered in Sunflowers types has a different selection of buildings and units available. Getting money is achieved simply by putting down the Farm or Mine buildings, which then produce cash automatically (though they can only be built on a specific type of terrain, and give more advanced stages.
* Played completely straight in ''VideoGame/{{Achron}}'', primarily with Vecgir Power and human Reserves.
* Parodied [[http://archives.sluggy.com/book.php?chapter=14#1999-07-23 here]] in ''Webcomic/SluggyFreelance''
income when [[IdiotHero Torg]], stranded placed on especially fertile spots, so terrain in medieval England and pretending to be the Warlord of Mercia, has to lead his army into battle.
--> '''Torg''': ''Alright'', we'll need some of
game is sort-of the townsfolk to chop down trees, mine for gold, and set up solar collectors in case we need to build more troops. Do we have any dragons yet?equivalent of limited map resources).



* In ''Toys/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.
** [[JustifiedTrope Justified]] in many cases because levels often have a limited [[OxygenMeter oxygen supply]] that depletes more quickly with more workers and can only be replenished by the buildings in question. They also provide places for your Raiders to go and eat, ([[ArtificialStupidity ignoring any other commands they've been issued]]) though they can also be made to eat by selecting them and choosing a command in the menu. (Why they don't just automatically [[HammerSpace pull out a sandwich]] when they become hungry is [[FridgeLogic anyone's guess]].
* ''VideoGame/AztecWars'' simplifies the usual system. On each map you are limited to a number of pre-placed bases, which can only produce the weakest infantry unit, but can be expanded into one of two or three types: Village, City and Fortress. Each of the types has a different selection of buildings and units available. Getting money is achieved simply by putting down the Farm or Mine buildings, which then produce cash automatically (though they can only be built on a specific type of terrain, and give more income when placed on especially fertile spots, so terrain in the game is sort-of the equivalent of limited map resources).

to:

* In ''Toys/RockRaiders'', you are only allowed ''VideoGame/DuneII'', while not the first RTS game, is the prime TropeMaker here. It and its derivative ''VideoGame/CommandAndConquer'' game series feature every element mentioned above 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.
some degree.
** [[JustifiedTrope Justified]] in many cases because levels often The ''VideoGame/CommandAndConquerTiberianDawn'' did have a limited [[OxygenMeter oxygen supply]] 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 depletes the backing powers would give you a bit more quickly with 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".
* ''VideoGame/HaloWars'' has fixed bases, each of which contains plots for 4-6 buildings. No construction units are present. Instead, the base gets flown in from your CoolShip (or teleported in the case of the bad guys.)
* ''VideoGame/PlantsVsZombies'' has Sunflowers (and for night stages, Sun-Shrooms), which do nothing but produce Sun, which is required to buy plants for attacking or blocking. It's not unusual to have
more workers than a third of the field completely covered in Sunflowers on more advanced stages.
* For the FourX-based ''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 be replenished by the buildings in question. They also provide places for build within your Raiders to go and eat, ([[ArtificialStupidity ignoring any other commands they've been issued]]) though they can also be made to eat by selecting them and choosing own land. However, building a command in state is really the menu. (Why they don't just automatically [[HammerSpace pull out a sandwich]] when they become hungry is [[FridgeLogic anyone's guess]].
* ''VideoGame/AztecWars'' simplifies the usual system. On each map you are limited to a number of pre-placed bases, which can only produce the weakest infantry unit, but can be expanded into one of two or three types: Village, City and Fortress. Each of the types has a different selection of buildings and units available. Getting money is achieved simply by putting down the Farm or Mine buildings, which then produce cash automatically (though they can only be built on a specific type of terrain, and give more income when placed on especially fertile spots, so terrain in
point; the game is sort-of the equivalent really aiming at "{{RTS}}-style ''VideoGame/{{Civilization}}''" than ''Command & Conquer''-style war. The EasyLogistics of limited map resources).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).



* ''VideoGame/TheyAreBillions'' has you building tents and cottages to expand your ArbitraryHeadcountLimit; fisherman and hunter huts along with farms to feed the workers; quarries and sawmills to harvest resources, barracks to trains soldiers, factories to produce mechanized units, workshops to do research, power plants etc...

to:

* The TropeNamer is ''VideoGame/{{Starcraft}}'', which tells you 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!
** The weird thing is that, canonically, you ''aren't'' constructing Pylons. You're warping in already-constructed pylons from somewhere else. This is made weirder in the expansion packs and sequels, where--again, canonically--the place you're warping them in ''from'' has been overrun by 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 in from somewhere else.
** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]]. And VideoGame/StarcraftII for [[https://www.youtube.com/watch?v=e5tIHCb0uYw this remix]].
** They did manage to avert some degree of TheComputerIsACheatingBastard, however, by simply having you fight more than one faction at once (though infighting rarely occurred).
* ''VideoGame/TheyAreBillions'' has you building tents and cottages to expand your ArbitraryHeadcountLimit; fisherman and hunter huts along with farms to feed the workers; quarries and sawmills to harvest resources, barracks to trains soldiers, factories to produce mechanized units, workshops to do research, power plants etc... etc...
* In ''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.
** 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.
* ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have]]. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.
* ''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.
[[/folder]]

[[folder:Webcomics]]
* Parodied [[http://archives.sluggy.com/book.php?chapter=14#1999-07-23 here]] in ''Webcomic/SluggyFreelance'' when [[IdiotHero Torg]], stranded in medieval England and pretending to be the Warlord of Mercia, has to lead his army into battle.
--> '''Torg''': ''Alright'', we'll need some of the townsfolk to chop down trees, mine for gold, and set up solar collectors in case we need to build more troops. Do we have any dragons yet?
[[/folder]]

[[folder:Real Life]]




to:

[[/folder]]
Is there an issue? Send a MessageReason:
That's a Darth Wiki trope, removing because that's now a Review.


* The TropeNamer is ''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!

to:

* The TropeNamer is ''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!
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.

to:

* ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have.have]]. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.
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** ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.

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** * ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.

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** Also ''VideoGame/{{Warcraft}}'' with farms (Alliance), burrows (Horde), moonwells (Night Elves) and ziggurats (Scourge).


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** ''VideoGame/{{Warcraft}}'' has "food limit" which [[ArbitraryHeadcountLimit restrict how many units you can have. You can raise food by building certain buildings. In the first two games, it's Farms for both Orcs and Humans. ''Warcraft III'' has more variety with each faction having different "pylons": Farms (Alliance), Burrows (Horde), Moon Wells (Night Elves) and Ziggurats (Scourge). Each of them (except Farm) also do something special. [[WorkerUnit Orc Peons]] can take shelter in Burrows and give it a ranged attack, Ziggurats also serve as the Undead faction's defensive tower, and Night Elves' Moon Wells can restore health and mana to nearby units.
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Added link for Sluggy Freelance


* Parodied in ''Webcomic/SluggyFreelance'' when [[IdiotHero Torg]], stranded in medieval England and pretending to be the Warlord of Mercia, has to lead his army into battle.

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* Parodied [[http://archives.sluggy.com/book.php?chapter=14#1999-07-23 here]] in ''Webcomic/SluggyFreelance'' when [[IdiotHero Torg]], stranded in medieval England and pretending to be the Warlord of Mercia, has to lead his army into battle.
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* ''VideoGame/{{Prismata}}'' requires you to have energy before you can build additional workers.
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* In ''Videogame/BrutalLegend'', there are only two structures: the Stage (which functions as your base from where units are built) and Merch Booths (which are built upon Fan Geysers to channel resources to your Stage). You must upgrade your base to unlock higher tier units as well as increasing your ArbitraryHeadCount and the battle is won when you destroy your enemy's base.

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* In ''Videogame/BrutalLegend'', there are only two structures: the Stage (which functions as your base from where units are built) and Merch Booths (which are built upon Fan Geysers to channel resources to your Stage). You must upgrade your base to unlock higher tier units as well as increasing your ArbitraryHeadCount ArbitraryHeadcountLimit and the battle is won when you destroy your enemy's base.
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* In ''Videogame/BrutalLegend'', there are only two structures: the Stage (which functions as your base from where units are built) and Merch Booths (which are built upon Fan Geysers to channel resources to your Stage). You must upgrade your base to unlock higher tier units as well as increasing your ArbitraryHeadCount and the battle is won when you destroy your enemy's base.
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Whoops, found a better trope for this


->''I am fortifying this position.''
-->'''Rogal Dorn''', ''WebVideo/IfTheEmperorHadATextToSpeechDevice''[[note]]While Magnus the Red is rampaging through the Imperial Palace not five meters away[[/note]]
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->''I am fortifying this position.''
-->'''Rogal Dorn''', ''WebVideo/IfTheEmperorHadATextToSpeechDevice''[[note]]While Magnus the Red is rampaging through the Imperial Palace not five meters away[[/note]]

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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tank factory. This led to the factory workers manning the tanks they themselves literally manufactured a few minutes before, and driving them into the heat of battle-- the workers being the people with the most knowledge of them in lieu of trained tank crews.



* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tank factory. This led to the factory workers manning the tanks they themselves literally manufactured a few minutes before, and driving them into the heat of battle-- them being the people with the most knowledge of the tanks in lieu of trained tank crews.
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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tank factory, when led to the factory workers manning the tanks they themselves literally manufactured a few minutes before, and driving them into the heat of battle, since they were the people with the most knowledge of the tanks in lieu of trained tank crews.

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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tank factory, when factory. This led to the factory workers manning the tanks they themselves literally manufactured a few minutes before, and driving them into the heat of battle, since they were battle-- them being the people with the most knowledge of the tanks in lieu of trained tank crews.
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* ''VideoGame/TheyAreBillions'' has you building tents and cottages to expand your ArbitraryHeadcountLimit; fisherman and hunter huts along with farms to feed the workers; quarries and sawmills to harvest resources, barracks to trains soldiers, factories to produce mechanized units, workshops to do research, power plants etc...
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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tank factory, when led to the factory workers manning the tanks they literally manufactured a few minutes before and drive them into the battle outside their doors, since they were the people with the most knowledge of the tanks in lieu of trained tank crews.

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* This occasionally happens in RealLife. During the [[{{UsefulNotes/WorldWarII}} Battle of Stalingrad]], German soldiers assaulted a tank factory, when led to the factory workers manning the tanks they themselves literally manufactured a few minutes before before, and drive driving them into the battle outside their doors, heat of battle, since they were the people with the most knowledge of the tanks in lieu of trained tank crews.
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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 freshly-manufactured tanks that came just out from 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.

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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 tank factory, when led to make tanks. The the factory workers would man manning the freshly-manufactured tanks that came just out from the assembly lines they literally manufactured a few minutes before 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.
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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 freshly-manufactured tanks that came just out from 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.
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* ''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.

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* ''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).Points, Critical Locations, and Relics). The more of the map you hold, the quicker your requisition points come in. Strategic points and relics can be improved with buildings called "Listening Posts", which increase requisition rate and act as turrets for the area they control. Relics are necessary for for building the strongest units such as the Eldar's Avatar of Khorne or the Space Marine Terminator squads. Critical Locations cannot be improved but give out more requisition.
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** It should be noted that several buildings and units (like infantry) are not constructed, but ''shot from orbit''. Which is kind of [[RuleOfCool typical]] of TabletopGame/{{Warhammer 40000}}.

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** It should be noted that several Space Marine buildings and units (like infantry) are not constructed, but ''shot from orbit''. Which is kind of [[RuleOfCool typical]] of TabletopGame/{{Warhammer 40000}}.40000}}.
** Ork players (who are implied to be the big Warboss) must construct additional Waaagh! banners in order to boost the population cap as well call in stronger units such as Nob Squads, the Warboss, and the Mighty Squiggoth along with constructing buildings.
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* In ''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.

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* In ''Franchise/RockRaiders'', ''Toys/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.
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** 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]].

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** We owe this trope also [[http://www.newgrounds.com/portal/view/387223 this in return]]. And StarcraftII VideoGame/StarcraftII for [[https://www.youtube.com/watch?v=e5tIHCb0uYw this remix]].
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*** It also features power cores to power your buildings. You can construct buildings outside of their range, but research and unit production in those buildings will be slowed down to a crawl.

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