History Main / Earth2150

25th Feb '13 6:20:19 AM EarlOfSandvich
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''Earth 2150'' (AKA ''Earth 2150: Escape from the Blue Planet'') is a RealTimeStrategy, developed in 2000 by [[TwoWorlds Reality Pump]] and published by SSI. Unlike its mostly unknown predecessor, ''Earth 2140'', ''Earth 2150'' was one of the first commercial full-3D games of its kind, although it was released later than ''VideoGame/{{Homeworld}}'' and ''{{Warzone 2100}}''. The game has several features that distinguish it from various other RealTimeStrategy games, including the day-night shift, a global countdown, and 3 very different sides.

The game was followed by two stand-alone [[ExpansionPack Expansion Packs]] and a [[OddlyNamedSequel sequel named]] ''Earth 2160'', [[ArtifactTitle which doesn't actually take place on Earth]].

!!The series contains examples of the following tropes:

* AllThereInTheManual: A [[http://www.youtube.com/watch?v=uIzC37adtoU cinematic trailer]] exists for ''Earth 2160'' that hints at what started the wars that eventually led to the devastation on Earth. Long story short, it seems to have started with some sort of crisis in the Gulf. In 2008, a [[MakeTheBearAngryAgain Soviet flag]] is seen replacing the one over the Kremlin. Troop movements followed, and culminated in a nuclear attack on some (supposedly American) naval strike groups. A nuclear strike on the Washington Capitol seems to have sealed the deal, and it all went downhill from there...
** The cutscenes are from the later World War III: Black Gold game.
* [[NeglectfulPrecursors Asshole Precursors]]: [[spoiler:The Creators, whose technology is lying all around Sol, and its surrounding star systems. They created the Morphidians as a biological Von Neumann army, then basically left them buried on Mars after they were done, not caring how much damage the species could do in the hands of a MadScientist]].
* AfterTheEnd: ''Earth 2140'' and ''Earth 2160'' qualify as this.
* AlienSky: ''Earth 2160'' takes place entirely on other planets.
* AllPlanetsAreEarthlike: Completely averted in ''Earth 2160''. All but two of all the planets, moons, asteroids and whatnot encountered are uninhabitable by humans. Of those that are habitable, one planet appears to be mostly covered in deserts, while the other is aptly named Eden.
* AllYourBaseAreBelongToUs: Neo does this trick several times during the UCS campaign by making all your units (but not your structures) turn against you. In one level, he even uses it to crash the alliance between you and the LC by [[MagnificentBastard hijacking your units and sending them against the LC base to make it look like you doublecrossed them]]. And no, you can't avoid that happening by pulling all your units out of the mission zone just before the scripted event happens; the alliance still gets annulled on the spot.
** During the LC campaign, he subverts the units of your UCS ally (if you choose not to side with him).
* AmazonBrigade: LC military is almost entirely composed of women. The LC hero in ''Earth 2150'' is male, since he was sent by UCS as part of the alliance.
* ApocalypseHow: The series occurs after Class 1 with Class X looming on the horizon.
* BigDamnHeroes: Major Michael Falkner and Commander Heldin Ariah.
* BottomlessMagazines: Subverted. All units need to be constantly resupplied with ammunition. Only the energy weapons are infinite, but even then they need time to cool down and recharge if overused.
* BrainwashedAndCrazy: [[spoiler:Falkner]] in the Alien campaign of ''2160''.
* CloningBlues: The Morphidian ground forces are based around the Mantian units which can [[BizarreAlienBiology clone themselves if they drink enough water]]. Replicatori use crystals and {{nanomachines}} to build more of themselves.
* CommandAndConquerEconomy: ''Earth 2150'' averts this when you build a Headquarters; you can ask the AI do perform managerial work (like research) for you. ''Earth 2160'' throws this out of the window.
* CosmeticallyDifferentSides: The only mechanic that all three sides share is ammunition supply and energy shields. The UCS and ED share base construction and troop production, but the similarities end there. The rest of the gameplay, on the other hand, differ greatly from faction to faction. Even common weapons are used ever so differently that you don't necessarily have a shared style of play.
** Then comes ''Earth 2160''. None of the four look equally alike.
* [[CrapsackWorld/VideoGames Crapsack World]]
* CulturalTranslation: The Russian version of the game purposely translated ED mission briefings to be more in line with how Russian military works. Also, all sides were given new names to make them sound more neutral than the original: UCS became the Atlantic Union, ED was changed to Euroalliance, and LC became Children of Selene (Selene being the ancient goddess of the moon).
* DeflectorShields: Mounted as [[MultipleLifeBars a second "life bar"]], only to protect against energy weapons.
* DesignItYourselfEquipment: The in-game unit editor makes you able to customize your units by choosing the chassis, shield generator and weapon(s).
** ''2160'' adds a few extras like putting in auto-repair instead of shields as well as the option of changing the armor to anti-energy or anti-chemical.
** Then there's the [[BuiltWithLego 'newone'-cheat]]...which allows you to freely combine different chassis/buildings and weapons, cross-faction and without caring whether a weapon is actually suited for a chassis and the maximum of weapons that can be stacked. So you can have a Pamir light tank with a Heavy Plasma Canon with another Heavy Plasma Cannon on top with a Heavy Laser on top. Some combinations can actually [[GameBreakingBug crash the game]]. The cheat also allows building buildings underground...
* DestructibleProjectiles: Rockets, provided somebody has an antimissile somewhere and said rockets are shooting at said somebody.
* EarthShatteringKaboom: The final video of ''Earth 2150'' shows Earth exploding. Same with the "game over" screen.
* EasyLogistics: Averted by the ammo resupply requirement, because it's one of the crucial criteria that decides whether a player will use an EnergyWeapon or a [[KineticWeaponsAreJustBetter kinetic]] [[RockBeatsLaser weapon]]. Played straight with everything else.
* TheEmpire: Eurasian Dynasty, to the point where the Khan looks like Emperor Palpatine from ''StarWars''.
** Well, when your sociopolitical "[[PlanetOfHats hat]]" is basically combining the worst aspects of Soviet Russia and the Mongolian Khanate... it's enough if we quote the ED recruitment propaganda video:
--->Your life depends on us: '''[[WithUsOrAgainstUs JOIN US OR DIE]]'''
** The increasing political power of {{AI}} turns the UCS into this.
* TheEndOfTheWorldAsWeKnowIt: See Film/ApocalypseNow.
* EnemyExchangeProgram: Shooting something with ED ion cannons does electronic damage. Even a single shot can paralyze for a while (indicated by a blue cloud over the unit and the 'Shocked' status) and taking another will put that unit or building out of commission until it's repaired ('Shocked' changes to 'Disabled' and the unit stops regenerating electronic damage). While the unit or building is paralyzed, it can be captured with a repairer (in fact, repairers auto-capture anything paralyzed nearby unless told otherwise). There's no limit as to what can be captured but LC buildings can't be powered once nabbed.
** ''The Moon Project'' introduces a special weapon whose only purpose is capturing buildings without having to paralyze them; all factions have it.
** ''Earth 2160'' did away with this. LC [[TheCracker Hackers]] can reprogram UCS robots, but will require significant amounts of time to bypass UCS software defense mechanisms, which can go into AwesomeButImpractical territory if not used wisely. LC Psionic weapons can also brainwash enemy units, but they have an equal chance of turning them into a crazed, randomly-firing neutral unit as well.
* ExpansionPack: Two for ''Earth 2150''. ''The Moon Project'' introduced a new campagin and a set of new gameplay features, plus a whole lot of rebalancing. ''The Lost Souls'' is, essentially, a mission pack.
* TheFederation: The United Civilized States was one before the ''de facto'' takeover by [[DeusEstMachina adviser A.I.s]].
* FogOfWar: Vehicles have more visibility at night when using headlights but are themselves more visible then.
* FriendlyFireproof: Units have no problem shooting through each other with no damage. This doesn't apply to superweapons and if your units are shooting at something in the air, you'd better make sure you don't happen to have a building in the way. Especially if it's an AA plasma cannon.
* GarrisonableStructures: ''Earth 2160'' has those.
* TheHedonist: The entire population of the UCS.
* HollywoodAcid: ED chemical weapons in ''2160''. The anti-ground version is basically a hose the size of a tank turret while the anti-air version is delivered as a missile payload. If you don't happen to have anti-chemical armor, prepare to be massacred.
* HumongousMecha: UCS [[WalkingTank mechs]], of the RealRobot variety.
* ImportedAlienPhlebotinum: Some of the most advanced technology of UCS and LC was reverse-engineered from a UFO at {{Area 51}} and an abandoned alien base on the Moon, respectively.
* InstantWinCondition: In ''Escape from the Blue Planet'', the campaign ends once you provide enough resources, even if you're on a mission.
** Inverted in some missions that have... ''interesting'' scripting.
*** In one of ''Moon Project'''s LC missions, due to [[GameBreakingBug bad scripting]]: if at any point you ferry all your units back to your main base, even if you have a fully functional base with enough credits to hit the unit limit three times over, it's an instant game over the millisecond the transporter carrying the last unit disappears from the mission area. And no, you don't get any advance warning about this, only the mission failed debrief and the game over movie.
*** Similarly, the Amazon mission for the ED in ''2150'' is scripted to fail if at any point there is less cash on the map than needed for the objective. Thing is, only resource fields and your mission area credit pool are counted, the 5,000 credits you can put into the transport aren't. Which means that you might find yourself failing the mission by simply pressing one button.
* InvisibilityCloak: The UCS possesses Shadow generators that make all units in range invisible. Then ''The Moon Project'' came along and the ED reverse-engineered a stolen copy and built personal versions of their own, resulting in the aptly-named Stealth tanks. Both versions only affect units that turn off their lights.
** On the other hand, if you aggro the AI with invisible units too much, [[TheAllSeeingAI it'll randomly select and attack one of them despite the fact it doesn't actually see them]] (AI units will target the aggressor directly but buildings ignore it). Quite annoying in the Lost Souls ED campaign when the AI keeps killing your experienced Stealth tanks despite the fact that its base is too heavily fortified (and mined, in the case of non-LC bases) for a direct attack.
* ItsASmallWorldAfterAll: at the end of ''Lost Souls'', the protagonists state that they have no idea how accurate their space teleporter is and express doubts that it won't dump them out somewhere in the void of outer space, but with the Earth about to fall apart around them, they don't exactly have a choice in the matter. Comes ''Earth 2160'' with no mention of anyone ever having made out of Earth after the three factions have abandoned it, seemingly supporting the idea that the teleporter had indeed malfunctioned or that they were simply {{Retcon}}ned out of existence. [[spoiler:Then right in the middle of the UCS campaign, it turns out the teleporter worked quite well... [[GoneHorriblyRight too well]], in fact: it massively overshot the intended destination and dumped the survivors into a completely different star system. The very same system the 2160 LaResistance passes through on their way to Eden, just in time to pick up their distress signal and save their hides from an idiotic ED commander.]]
* JustBeforeTheEnd: The setting of ''Earth 2150''.
* KillItWithFire: Napalm grenades are one of the basic UCS weapons.
* KillSat: The UCS superweapon works by firing powerful plasma cannons from the ground and directing them with satellites.
** In ''The Moon Project'', the LC is trying to build a ring around a moon designed to fire shots on Earth-based targets.
* LadyLand: After a revolt against {{Corrupt Corporate Executive}}s, women took control of the Lunar Corporation and reversed traditional gender roles to the point that [[AmazonBrigade LC armed forces are made up almost exclusively of women]].
** Subverted in that Fang is definitely male (numerous mission briefings include [[ChickMagnet attempts by women to hit on him]]). Then again, he defected from UCS.
* ALighterShadeOfGrey: The Lunar Corporation starts out this way... but actually getting involved in the conflict rather than watching it unfold from the isolation of the Moon kills that, ''fast''. ''Earth 2160'' drives the point home when LC scientists are confirmed to work on chemical weapons.
** Inverted for the Eurasian Dynasty in ''2150'', which are significantly darker and more evil than the other factions, and are only kept from being outright Black by the fact that they're fighting for survival just like the others.
* MadScientist: [[spoiler:Professor Van Troff transfers/alters himself into an alien body and takes control of the Morphidian army beneath the surface of Mars, planning to exterminate humanity because... we're not sure exactly.]]
* MacrossMissileMassacre: Rocket launcher turrets. Vehicles on the heavy end can mount several of these. A few more even get to mount another one ''on top'' of that.
* MightyGlacier: Heavy chassis units for all sides qualify as this.
* MoreDakka: The ultimate unit for each side has less armor and HP than mid-game units but carry twice as much firepower. Arguably, the UCS has the most powerful defense building: the Fortress which can mount FOUR heavy guns. Also, some heavy guns and the big version of the UCS light rocket launcher can mount an auxiliary light gun on top. To put that in practice, you can either arm a Kruszchev tank with a heavy rocket launcher or dual 120mm cannon plus 20mm chaingun, laser cannon, ion cannon, rocket launcher, [[ShootTheBullet antimissile]] or banner (gives two extra levels of experience to nearby friendly units). Too bad this practice wasn't carried over to ''Earth 2160''.
** Many weapon upgrades follow the same philosophy: tack on another barrel and double ammo capacity. And starting with ''Moon Project'', the endgame unit now has the same armor and slightly more HP than the mid-game version.
* MultipleLifeBars -- The effect of mounting energy shields.
** RegeneratingShieldsStaticHealth -- Except LC units. They have RegeneratingHealth.
** The 2150 games have no less than ''four'' bars: health (obvious), shield[[note]]soaks up damage from energy weapons until depleted[[/note]], heat[[note]]inflicted by laser weapons, maxing it out instantly kills the unit regardless of health; units will cool off on their own but buildings won't[[/note]] and electronics[[note]]inflicted by ion weapons and LC electro-cannons; depleting about half of it will stun the target, fully depleting it will completely incapacitate the target and make it capturable by repairers[[/note]]. Each one can be set to display in the in-game options menu.
** 2160 replaces the heat bar with a "mind" bar, only affected by LC and Alien psionic weaponry. Depleting this one will permanently mind-control the unit to the attacker's faction (unless the former owner mind-controls it back). Only appears on organic units or vehicles with a pilot - leading to the logical conclusion that the UCS is completely immune to these weapons.
* NotPlayingFairWithResources: TheAIIsACheatingBastard. Its units don't ever need to resupply their weapons.
** On the other hand, the AI in 2150 ''is'' playing with limited resources and can be rendered helpless by keeping it from mining.
* NuclearWar -- WorldWarIII was fought with these, resulting in most of the nations being destroyed. Nukes also played a major part in both the war of 2140 and 2150.
* NukeEm -- The premise deals with a NuclearWar as well as the nuclear strike that shifted Earth's orbit.
** This is traditionally the ED's superweapon. In ''Earth 2150'', the SDI Defense Center's only purpose is blowing up incoming nukes before they impact; the expansions add the ability to blow UCS Plasma Control Center bolts as well.
* OrganicTechnology: Morphidians in ''Earth 2160'', although it's a little vague: since the Creators couldn't make them fly properly, they gave them a mechanical Von Neumann fleet. Even the ground units aren't fully organic: there's cannons, metal, electronic parts, all of them [[AppliedPhlebotinum cloned]], somehow, organically.
* PantheraAwesome -- The naming convention used for bipedal UCS mechs.
* PlayfulHacker: Neo.
** TheCracker
* PortalNetwork: Gigantic alien portals on planets and in space.
* PoweredArmor: Robots and cyborgs are present in ''Earth 2140'' and ''Earth 2160''. Excluded from ''Earth 2150'' to get past Germany's "no video game gore" laws.
** And with the amount of firepower thrown around late-game, they'd just be in the way. Not to mention that ambient temperatures on the Volcanic and Lava Pits tilesets are a bit too high to have a stroll outside.
* PrequelInTheLostAge: sort of. One of the ''2160'' trailers is basically a chronological montage of various ''2140'' and ''2150'' cutscenes - however, the ''2140'' segment is preceded by one made of cutscenes from ''World War 3: Black Gold'', another Reality Pump game that uses the very same game engine as ''2150'' and shows how the current-day world had gone from the US stepping up military presence in the Middle East due to an oil embargo to [[MakeTheBearAngryAgain Russia jumping into the fray]] and [[WorldWarIII escalating the conflict into a full nuclear war]]. With the ''2150'' manual (released far earlier than [=WW3:BG=]) confirming that it was a full nuclear exchange that plunged humanity into the [[CrapsackWorld miserable state]] it is in at the start of the Earth series, it seems very likely that [=WW3:BG=] is an unofficial prequel.
* ReinventingTheWheel: Averted. The ''Earth 2150'' campaign is persistent in this way: each side except the ''Lost Souls''' UCS faction has an off-map main base. Units and money in this base are always preserved, those left in the mission area are permanently lost. To this end, the player is provided a special air unit whose purpose is facilitating transfers between bases. ''The Moon Project'' and ''Lost Souls'' added a pretty useful mechanic: when you end a mission, any remaining money will be instantly transferred to the main base; mining the map bare and selling all structures except the Landing Zone will net you the highest possible gain. For mining missions, ending the mission with no enemies left and at least one Transport Base will gradually transfer all remaining resources to the main base over time. Research is always preserved.
** In fact, many walkthroughs and strategy guides recommend you to only build powerplants, defenses and resource infrastructure in the mission area, producing and ferrying reinforcements from the main base instead of building them on-site. Aside from scripted events in the ''Moon Project'' ED campaign, your main base can never be attacked despite there being announcer sound files for all three factions for it.
** In ''Earth 2160'', there's no main base but research is always preserved and if a unit that has gained experience survives a mission, it will be available in the next one. Even if it's an aircraft that requires an airfield to land.
* [[RangedEnergyAttackTropes Ranged]] {{Energy Weapon}}s: lots of 'em. Used because [[BottomlessMagazines their ammunition]] [[EasyLogistics does not need resupply micromanagement]]. [[RockBeatsLaser They lose their superiority to conventional weapons]] once DeflectorShields [[LensmanArmsRace come into play]].
** EnergyBall: The UCS Plasma Cannon. The only type that has an AntiAir variant, which is [[ThereIsNoKillLikeOverkill damaging]] and [[MoreDakka rapid]] in comparison to other AA weapons.
*** The LC have a variant of their own, but it's reserved for the artillery brigade.
*** There's an {{Area 51}} UFO that mounts a version that [[NoSell bypasses shields]].
** FrickinLaserBeams: The ED Laser Cannon. While [[HollywoodScience mainstream]] counterparts burn, cut, or explode, ED lasers heat the target until its engine or ammo stores explode.
*** Oddly, the demonstration video shows the laser vaporizing an entire dummy target.
*** Oddlier still, ''Earth 2160'' turns the ED lasers into a HollywoodScience weapon: light lasers fire red bolts while heavy lasers fire a continuous pink beam that damages the target's health (since 2160 no longer keeps track of unit heat levels).
** LightningGun: The LC Electro Cannon. Unshielded targets that survive destruction may fall victim to a secondary StaticStunGun [[{{EMP}} effect]].
*** It may have been based on the Fang's Plasma Projector or some relative thereof, seeing that it has the exact same effect, only it trades off range for [[WaveMotionGun firepower]].
** StaticStunGun: The ED Ion Cannon and the LC Electro Cannon. The former is built for {{EMP}} from the ground-up. LC units suffer most when affected by these, because the LC does not have repairer technology to recover units from incapacitation.
** SonicScream: The LC Sonic Cannon, an AreaOfEffect weapon. Useful against [[ZergRush masses]] and doubly useful for being FriendlyFireproof. Triple if gravity bombs are removed from play... because [[LoopholeAbuse the airborne Sonic Cannon mounted on LC bombers is not technically a bomb]], despite being used in the same role and doing comparable damage.
* RegeneratingHealth -- The substitute for LC's lack of dedicated repairers.
* TheRepublic: The Lunar Corporation.
* RidiculouslyFastConstruction: Played straight with UCS and ED. Averted with LC, who simply lower their prefabricated structures from orbit.
** Then again, according to the in-game clock it takes about [[GameplayAndStorySegregation 30-40 mins]] just to build a small turret or tunnel network node, so it's somewhat more reasonable than other games.
* RobotWar: UCS armed forces are made up entirely of machines and are controlled by an AI. ED uses cyborgs in ''Earth 2140''.
* SequenceBreaking: some missions in ''2150'' can be done with the mission objectives out of order. For example, the Alaska mission for the ED instructs you to raid a UCS mining operation, kill everyone at the site then beat back a hefty counterattack and hold your position against the enemy onslaught until you reach the target amount of extracted resources. However, you're not prevented from mining the field first, ''then'' demolishing the base (since the last building's destruction is what triggers said counterattack); doing so is far easier and less stressful, as not only you have as much time to prepare as you want, you can [[AttackAttackRetreatRetreat leave the destruction part to a single unit and pull out before the UCS reinforcements even spawn on the map]].
* ShootTheBullet: The Antimissile is to rockets as the Energy Shield is to energy weapons. Its usefulness varies from person to person.
* ShoutOut: The name of the hacker that is fighting UCS is called [[Film/TheMatrix Neo]]. He is later captured and turned into an AI.
* SingleBiomePlanet: Subverted initially (we ''are'' talking about Earth here) but gradually turns into a volcano planet.
* SlapOnTheWristNuke: ED uses nuclear missiles as their superweapon. They are nowhere near as powerful as they should be, especially given that it was their nukes that managed to push an entire ''planet'' off its orbit. Also, the destruction of UCS nuclear power plants only results in a mildly annoying but not damaging nuclear explosion.
** The ''in''-game nukes are probably tactical, while the story nukes were strategic.
** More specifically, the ED has three kinds of nukes: silo-based ballistic missile, vehicle-mounted ballistic missile, ''helicopter-mounted unguided bomb'' (since nukes [[YouFailPhysicsForever apparently]] don't work against aircraft). The latter is a bit buggy in the ''Lost Souls'' campaign as it has infinite research time. It may be a bug, but missile silos also gain experience: hit a big cluster of buildings and your next nuke might very well have twice the bang.
* SpaceFillingEmpire: UCS controls the Western hemisphere, ED controls the Eastern and LC is the sole proprietor of the Moon [[spoiler:until ''The Moon Project'' where the UCS takes interest in the Moon]].
* SpannerInTheWorks: Falkner gradually becomes this to [[spoiler:Van Troff]] as he repeatedly screws over Rifkin in the ED campaign of ''2160''. [[spoiler:Not to worry though; [[MagnificentBastard Van Troff]] recruits him to serve as his Dragon.]]
* StandardSciFiFleet: While every human faction in ''2160'' has regular aircraft, the Morphidians are radically different. Since their creators couldn't find mutations that were powerful enough in the air, the aliens instead received {{nanomachines}} to build a self-replicating fleet with.
** Replicatorus: the self-repicating element of the fleet. Can endlessly replicate as long as it has access to crystals.
** Morphoratorus: can't replicate anymore but can rebuild itself into combat aircraft if it absorbs metal.
** Postomor fighter: produced in batches of four but even one can dominate every human air unit in the game.
** Morphorator light cruiser: basic capital ship that averts PointDefenseless by having automatic laser turrets to shoot down incoming missiles. Can rebuild itself into more specialised forms if it absorbs crystals.
** Morphorator heavy cruiser: replaces the light cruiser's universal energy weapons into a ground-only missile salvo that outranges all static air defenses.
** Morphorator destroyer: has an even more powerful ground-and-air energy weapon and a whopping '''4000''' health plus point defense turrets. It's not called the strongest air unit for nothing.
* SuperpowerMeltdown: Sort of. Units gain more range and firepower as they level up. The Area 51 UFO is no exception, capable of doing the entire mission for you if you micromanage it carefully. However, once it reaches maximum experience, the variables seem to overflow and it gets '''zero weapon range'''. Ouch. Corrected in Moon Project.
* SuperPrototype: sort of. The Fang is of alien origin while the mass-produced New Hope isn't. While the Fang has some 800 HP and regenerates noticeably faster than other LC units, the New Hope has less HP (120 without experience) than any other combat unit in the game and all of its attributes are inferior to the Fang... but it regenerates '''''CRAZY FAST'''''. As in, back to full health in less than a second if it's a non-killing blow. Add in that the sucker has 75% armor and it's nigh impossible to kill a New Hope without overwhelming firepower or numbers.
* SuperweaponSurprise: Partial example. The LC's Sonic Cannon is a modified sonic mining tool.
* TankGoodness: The ED tanks. Even the lightest of them is heavier armed than any modern MBT.
** Actually, the manual states that the [=TT100=] Pamir isn't reminiscent of an [=M1A1=] Abrams[[hottip:*:when the game came out, the [=M1A2=] variant didn't exist]], it IS an Abrams. Only modified to operate with a one-man crew. Though that still doesn't explain the presence of dual 105mm cannons/futuristic equivalent of Patriot missiles or, from ''Moon Project'' onwards, energy shields.
** There's also [[SuperPrototype Fang's hyper-advanced tank]]. Justified since it's of alien origin and is one-of-a-kind. Until the Moon Project where the LC starts to field the somewhat inferior "New Hope" mass production model. Said model doesn't have much hitpoints but it has fast regeneration. Not to mention that despite the LC scientists' best efforts, they couldn't field the tank with anything other than the original Plasma Projectors else the recoil would've damaged the armor.
** HoverTank: LC ground units, Fang's hovercraft and the {{Area 51}} alien-derived Prototype drive on-- you've guessed it-- [[AntiGravity antigravity propulsion]].
** WalkingTank: Minus ''The Moon Project'''s Cargo Salamander, every UCS tank walks.
*** SpiderTank: The UCS Spider.
*** ChickenWalker: The UCS [[PantheraAwesome Tiger, Panther and Jaguar]].
* TechnologicalPacifist: LC used to be this, until they are forced to quickly learn the art of war in order to compete with UCS and ED.
* TechTree
* ThemeNaming: Oh boy, fits this trope to a T.
** [[AnimalThemeNaming Animal]]: UCS units. Most names are based on herbivores, [[PantheraAwesome wild cats]] (bipedal mechs), marine life (ships) or mythical creatures (combat aircraft).
** [[LocationThemeNaming Location]]: ED land units are mostly named after Eurasian landmarks and regions.
** [[NamedAfterSomebodyFamous Famous People]]: The ED Kruschev superheavy tank.
** [[ReligiousAndMythologicalThemeNaming Religious And Mythological]]: The ED Thor and Leviathan. The UCS Gargoyle and Dragon.
** [[StellarThemeNaming Stellar]]: Most LC units are usually named after astronomical terms, except the Thunderer (bomber), Crusher (superheavy tank) and Crion (mobile artillery). Units added in ''The Moon Project'' all avert this trope.
* TheDragon: [[spoiler:Falkner]] appears to become this for [[spoiler:Van Troff]] in the Alien campaign of ''2160'' but the final mission reveals that [[spoiler:Rifkin]] was the real Dragon all this time.
* TimedMission: While individual missions are not timed, the entire campaign of ''Escape from the Blue Planet'' has a 180-day countdown (36 hours when converted to real-time at default game speed), after which follows an EarthShatteringKaboom and a NonStandardGameOver.
** The ED's Congo mission is timed. You have somewhere around three days until the UCS deciphers the captured silo's launch codes and nuke you to oblivion. You have until that time to destroy said base. Preferably by nuking them back.
** ''Lost Souls'' also has a tricky ED mission where you have to capture the shuttle launch base. However, it is buggy because you CAN'T complete the mission in time so the timer is fake! More specifically, it triggers a failure message but the mission doesn't end and not even the patch corrects this... [[spoiler:Not to mention that said launch base is a decoy, the shuttles aren't even there.]]
* TurnedAgainstTheirMasters: One of the in-universe theories regarding what happened to the [[spoiler:UCS exodus ship. [[SubvertedTrope Subverted]] in that it turns out the pilot AI actually decided to leave the ship orbiting in the Oort Cloud until the ED and LC had destroyed each other, keeping the human survivors in suspension and setting up massive factories to take over the Sol system for them. Pretty nice machines.]] Also, played straight in [[spoiler:what that jerk-AI GOLAN did in Lost Souls, betraying the rest of humanity on orders from the President of the UCS]].
** [[spoiler:It was revealed at the very end of ''Lost Souls'' that ''the leaderships of all three factions'' have conspired with each other to leave GOLAN behind in order to keep anyone from following them and threatening the status quo.]]
* UndergroundLevel: UCS and ED can dig underground tunnels that can be used to sneak up on an enemy. LC can use tunnels, but can't build them, until ''The Moon Project'', that is.
* VariableMix: Each side is given a unique soundtrack with a list of songs for one of three moods: daytime, nighttime and war. Notably, [[SongsInTheKeyOfPanic A Song In The Key of Warning]] will roll when a player's units begins to sustain hits in a heated skirmish.
* WeatherControlMachine: LC's superweapon. Calls down rain, snow, hail and when the Sun's proximity make summoning precipitation impossible, the LC scientists rig it with a [[ColonyDrop meteor targeting system]].
* WeatherOfWar: Climate conditions don't usually have a powerful effect on combat, but high winds make it hard for aircraft to perform (as well as preventing grounded aircraft from taking off, potentially blocking factories) and whatever the local weather is like changes what the LC's WeatherControlMachine is capable of.
* WorldWarIII: Happens in 2048 and results in the later formations of UCS and ED. LC was founded specifically to allow some humans to escape the destruction of the war on the Moon.
* YouFailNuclearPhysicsForever: It would be almost impossible to shift Earth's orbit even by a tiny amount with nuclear weapons, even in large quantities.
* YouRequireMoreVespeneGas: Credits and power are the resources in 2150. 2160 has water, crystals, metal, and power, but lets each faction ignore one of them.
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''Earth 2150'' (AKA ''Earth 2150: Escape from the Blue Planet'') is a RealTimeStrategy, developed in 2000 by [[TwoWorlds Reality Pump]] and published by SSI. Unlike its mostly unknown predecessor, ''Earth 2140'', ''Earth 2150'' was one of the first commercial full-3D games of its kind, although it was released later than ''VideoGame/{{Homeworld}}'' and ''{{Warzone 2100}}''. The game has several features that distinguish it from various other RealTimeStrategy games, including the day-night shift, a global countdown, and 3 very different sides.

The game was followed by two stand-alone [[ExpansionPack Expansion Packs]] and a [[OddlyNamedSequel sequel named]] ''Earth 2160'', [[ArtifactTitle which doesn't actually take place on Earth]].

!!The series contains examples of the following tropes:

* AllThereInTheManual: A [[http://www.youtube.com/watch?v=uIzC37adtoU cinematic trailer]] exists for ''Earth 2160'' that hints at what started the wars that eventually led to the devastation on Earth. Long story short, it seems to have started with some sort of crisis in the Gulf. In 2008, a [[MakeTheBearAngryAgain Soviet flag]] is seen replacing the one over the Kremlin. Troop movements followed, and culminated in a nuclear attack on some (supposedly American) naval strike groups. A nuclear strike on the Washington Capitol seems to have sealed the deal, and it all went downhill from there...
** The cutscenes are from the later World War III: Black Gold game.
* [[NeglectfulPrecursors Asshole Precursors]]: [[spoiler:The Creators, whose technology is lying all around Sol, and its surrounding star systems. They created the Morphidians as a biological Von Neumann army, then basically left them buried on Mars after they were done, not caring how much damage the species could do in the hands of a MadScientist]].
* AfterTheEnd: ''Earth 2140'' and ''Earth 2160'' qualify as this.
* AlienSky: ''Earth 2160'' takes place entirely on other planets.
* AllPlanetsAreEarthlike: Completely averted in ''Earth 2160''. All but two of all the planets, moons, asteroids and whatnot encountered are uninhabitable by humans. Of those that are habitable, one planet appears to be mostly covered in deserts, while the other is aptly named Eden.
* AllYourBaseAreBelongToUs: Neo does this trick several times during the UCS campaign by making all your units (but not your structures) turn against you. In one level, he even uses it to crash the alliance between you and the LC by [[MagnificentBastard hijacking your units and sending them against the LC base to make it look like you doublecrossed them]]. And no, you can't avoid that happening by pulling all your units out of the mission zone just before the scripted event happens; the alliance still gets annulled on the spot.
** During the LC campaign, he subverts the units of your UCS ally (if you choose not to side with him).
* AmazonBrigade: LC military is almost entirely composed of women. The LC hero in ''Earth 2150'' is male, since he was sent by UCS as part of the alliance.
* ApocalypseHow: The series occurs after Class 1 with Class X looming on the horizon.
* BigDamnHeroes: Major Michael Falkner and Commander Heldin Ariah.
* BottomlessMagazines: Subverted. All units need to be constantly resupplied with ammunition. Only the energy weapons are infinite, but even then they need time to cool down and recharge if overused.
* BrainwashedAndCrazy: [[spoiler:Falkner]] in the Alien campaign of ''2160''.
* CloningBlues: The Morphidian ground forces are based around the Mantian units which can [[BizarreAlienBiology clone themselves if they drink enough water]]. Replicatori use crystals and {{nanomachines}} to build more of themselves.
* CommandAndConquerEconomy: ''Earth 2150'' averts this when you build a Headquarters; you can ask the AI do perform managerial work (like research) for you. ''Earth 2160'' throws this out of the window.
* CosmeticallyDifferentSides: The only mechanic that all three sides share is ammunition supply and energy shields. The UCS and ED share base construction and troop production, but the similarities end there. The rest of the gameplay, on the other hand, differ greatly from faction to faction. Even common weapons are used ever so differently that you don't necessarily have a shared style of play.
** Then comes ''Earth 2160''. None of the four look equally alike.
* [[CrapsackWorld/VideoGames Crapsack World]]
* CulturalTranslation: The Russian version of the game purposely translated ED mission briefings to be more in line with how Russian military works. Also, all sides were given new names to make them sound more neutral than the original: UCS became the Atlantic Union, ED was changed to Euroalliance, and LC became Children of Selene (Selene being the ancient goddess of the moon).
* DeflectorShields: Mounted as [[MultipleLifeBars a second "life bar"]], only to protect against energy weapons.
* DesignItYourselfEquipment: The in-game unit editor makes you able to customize your units by choosing the chassis, shield generator and weapon(s).
** ''2160'' adds a few extras like putting in auto-repair instead of shields as well as the option of changing the armor to anti-energy or anti-chemical.
** Then there's the [[BuiltWithLego 'newone'-cheat]]...which allows you to freely combine different chassis/buildings and weapons, cross-faction and without caring whether a weapon is actually suited for a chassis and the maximum of weapons that can be stacked. So you can have a Pamir light tank with a Heavy Plasma Canon with another Heavy Plasma Cannon on top with a Heavy Laser on top. Some combinations can actually [[GameBreakingBug crash the game]]. The cheat also allows building buildings underground...
* DestructibleProjectiles: Rockets, provided somebody has an antimissile somewhere and said rockets are shooting at said somebody.
* EarthShatteringKaboom: The final video of ''Earth 2150'' shows Earth exploding. Same with the "game over" screen.
* EasyLogistics: Averted by the ammo resupply requirement, because it's one of the crucial criteria that decides whether a player will use an EnergyWeapon or a [[KineticWeaponsAreJustBetter kinetic]] [[RockBeatsLaser weapon]]. Played straight with everything else.
* TheEmpire: Eurasian Dynasty, to the point where the Khan looks like Emperor Palpatine from ''StarWars''.
** Well, when your sociopolitical "[[PlanetOfHats hat]]" is basically combining the worst aspects of Soviet Russia and the Mongolian Khanate... it's enough if we quote the ED recruitment propaganda video:
--->Your life depends on us: '''[[WithUsOrAgainstUs JOIN US OR DIE]]'''
** The increasing political power of {{AI}} turns the UCS into this.
* TheEndOfTheWorldAsWeKnowIt: See Film/ApocalypseNow.
* EnemyExchangeProgram: Shooting something with ED ion cannons does electronic damage. Even a single shot can paralyze for a while (indicated by a blue cloud over the unit and the 'Shocked' status) and taking another will put that unit or building out of commission until it's repaired ('Shocked' changes to 'Disabled' and the unit stops regenerating electronic damage). While the unit or building is paralyzed, it can be captured with a repairer (in fact, repairers auto-capture anything paralyzed nearby unless told otherwise). There's no limit as to what can be captured but LC buildings can't be powered once nabbed.
** ''The Moon Project'' introduces a special weapon whose only purpose is capturing buildings without having to paralyze them; all factions have it.
** ''Earth 2160'' did away with this. LC [[TheCracker Hackers]] can reprogram UCS robots, but will require significant amounts of time to bypass UCS software defense mechanisms, which can go into AwesomeButImpractical territory if not used wisely. LC Psionic weapons can also brainwash enemy units, but they have an equal chance of turning them into a crazed, randomly-firing neutral unit as well.
* ExpansionPack: Two for ''Earth 2150''. ''The Moon Project'' introduced a new campagin and a set of new gameplay features, plus a whole lot of rebalancing. ''The Lost Souls'' is, essentially, a mission pack.
* TheFederation: The United Civilized States was one before the ''de facto'' takeover by [[DeusEstMachina adviser A.I.s]].
* FogOfWar: Vehicles have more visibility at night when using headlights but are themselves more visible then.
* FriendlyFireproof: Units have no problem shooting through each other with no damage. This doesn't apply to superweapons and if your units are shooting at something in the air, you'd better make sure you don't happen to have a building in the way. Especially if it's an AA plasma cannon.
* GarrisonableStructures: ''Earth 2160'' has those.
* TheHedonist: The entire population of the UCS.
* HollywoodAcid: ED chemical weapons in ''2160''. The anti-ground version is basically a hose the size of a tank turret while the anti-air version is delivered as a missile payload. If you don't happen to have anti-chemical armor, prepare to be massacred.
* HumongousMecha: UCS [[WalkingTank mechs]], of the RealRobot variety.
* ImportedAlienPhlebotinum: Some of the most advanced technology of UCS and LC was reverse-engineered from a UFO at {{Area 51}} and an abandoned alien base on the Moon, respectively.
* InstantWinCondition: In ''Escape from the Blue Planet'', the campaign ends once you provide enough resources, even if you're on a mission.
** Inverted in some missions that have... ''interesting'' scripting.
*** In one of ''Moon Project'''s LC missions, due to [[GameBreakingBug bad scripting]]: if at any point you ferry all your units back to your main base, even if you have a fully functional base with enough credits to hit the unit limit three times over, it's an instant game over the millisecond the transporter carrying the last unit disappears from the mission area. And no, you don't get any advance warning about this, only the mission failed debrief and the game over movie.
*** Similarly, the Amazon mission for the ED in ''2150'' is scripted to fail if at any point there is less cash on the map than needed for the objective. Thing is, only resource fields and your mission area credit pool are counted, the 5,000 credits you can put into the transport aren't. Which means that you might find yourself failing the mission by simply pressing one button.
* InvisibilityCloak: The UCS possesses Shadow generators that make all units in range invisible. Then ''The Moon Project'' came along and the ED reverse-engineered a stolen copy and built personal versions of their own, resulting in the aptly-named Stealth tanks. Both versions only affect units that turn off their lights.
** On the other hand, if you aggro the AI with invisible units too much, [[TheAllSeeingAI it'll randomly select and attack one of them despite the fact it doesn't actually see them]] (AI units will target the aggressor directly but buildings ignore it). Quite annoying in the Lost Souls ED campaign when the AI keeps killing your experienced Stealth tanks despite the fact that its base is too heavily fortified (and mined, in the case of non-LC bases) for a direct attack.
* ItsASmallWorldAfterAll: at the end of ''Lost Souls'', the protagonists state that they have no idea how accurate their space teleporter is and express doubts that it won't dump them out somewhere in the void of outer space, but with the Earth about to fall apart around them, they don't exactly have a choice in the matter. Comes ''Earth 2160'' with no mention of anyone ever having made out of Earth after the three factions have abandoned it, seemingly supporting the idea that the teleporter had indeed malfunctioned or that they were simply {{Retcon}}ned out of existence. [[spoiler:Then right in the middle of the UCS campaign, it turns out the teleporter worked quite well... [[GoneHorriblyRight too well]], in fact: it massively overshot the intended destination and dumped the survivors into a completely different star system. The very same system the 2160 LaResistance passes through on their way to Eden, just in time to pick up their distress signal and save their hides from an idiotic ED commander.]]
* JustBeforeTheEnd: The setting of ''Earth 2150''.
* KillItWithFire: Napalm grenades are one of the basic UCS weapons.
* KillSat: The UCS superweapon works by firing powerful plasma cannons from the ground and directing them with satellites.
** In ''The Moon Project'', the LC is trying to build a ring around a moon designed to fire shots on Earth-based targets.
* LadyLand: After a revolt against {{Corrupt Corporate Executive}}s, women took control of the Lunar Corporation and reversed traditional gender roles to the point that [[AmazonBrigade LC armed forces are made up almost exclusively of women]].
** Subverted in that Fang is definitely male (numerous mission briefings include [[ChickMagnet attempts by women to hit on him]]). Then again, he defected from UCS.
* ALighterShadeOfGrey: The Lunar Corporation starts out this way... but actually getting involved in the conflict rather than watching it unfold from the isolation of the Moon kills that, ''fast''. ''Earth 2160'' drives the point home when LC scientists are confirmed to work on chemical weapons.
** Inverted for the Eurasian Dynasty in ''2150'', which are significantly darker and more evil than the other factions, and are only kept from being outright Black by the fact that they're fighting for survival just like the others.
* MadScientist: [[spoiler:Professor Van Troff transfers/alters himself into an alien body and takes control of the Morphidian army beneath the surface of Mars, planning to exterminate humanity because... we're not sure exactly.]]
* MacrossMissileMassacre: Rocket launcher turrets. Vehicles on the heavy end can mount several of these. A few more even get to mount another one ''on top'' of that.
* MightyGlacier: Heavy chassis units for all sides qualify as this.
* MoreDakka: The ultimate unit for each side has less armor and HP than mid-game units but carry twice as much firepower. Arguably, the UCS has the most powerful defense building: the Fortress which can mount FOUR heavy guns. Also, some heavy guns and the big version of the UCS light rocket launcher can mount an auxiliary light gun on top. To put that in practice, you can either arm a Kruszchev tank with a heavy rocket launcher or dual 120mm cannon plus 20mm chaingun, laser cannon, ion cannon, rocket launcher, [[ShootTheBullet antimissile]] or banner (gives two extra levels of experience to nearby friendly units). Too bad this practice wasn't carried over to ''Earth 2160''.
** Many weapon upgrades follow the same philosophy: tack on another barrel and double ammo capacity. And starting with ''Moon Project'', the endgame unit now has the same armor and slightly more HP than the mid-game version.
* MultipleLifeBars -- The effect of mounting energy shields.
** RegeneratingShieldsStaticHealth -- Except LC units. They have RegeneratingHealth.
** The 2150 games have no less than ''four'' bars: health (obvious), shield[[note]]soaks up damage from energy weapons until depleted[[/note]], heat[[note]]inflicted by laser weapons, maxing it out instantly kills the unit regardless of health; units will cool off on their own but buildings won't[[/note]] and electronics[[note]]inflicted by ion weapons and LC electro-cannons; depleting about half of it will stun the target, fully depleting it will completely incapacitate the target and make it capturable by repairers[[/note]]. Each one can be set to display in the in-game options menu.
** 2160 replaces the heat bar with a "mind" bar, only affected by LC and Alien psionic weaponry. Depleting this one will permanently mind-control the unit to the attacker's faction (unless the former owner mind-controls it back). Only appears on organic units or vehicles with a pilot - leading to the logical conclusion that the UCS is completely immune to these weapons.
* NotPlayingFairWithResources: TheAIIsACheatingBastard. Its units don't ever need to resupply their weapons.
** On the other hand, the AI in 2150 ''is'' playing with limited resources and can be rendered helpless by keeping it from mining.
* NuclearWar -- WorldWarIII was fought with these, resulting in most of the nations being destroyed. Nukes also played a major part in both the war of 2140 and 2150.
* NukeEm -- The premise deals with a NuclearWar as well as the nuclear strike that shifted Earth's orbit.
** This is traditionally the ED's superweapon. In ''Earth 2150'', the SDI Defense Center's only purpose is blowing up incoming nukes before they impact; the expansions add the ability to blow UCS Plasma Control Center bolts as well.
* OrganicTechnology: Morphidians in ''Earth 2160'', although it's a little vague: since the Creators couldn't make them fly properly, they gave them a mechanical Von Neumann fleet. Even the ground units aren't fully organic: there's cannons, metal, electronic parts, all of them [[AppliedPhlebotinum cloned]], somehow, organically.
* PantheraAwesome -- The naming convention used for bipedal UCS mechs.
* PlayfulHacker: Neo.
** TheCracker
* PortalNetwork: Gigantic alien portals on planets and in space.
* PoweredArmor: Robots and cyborgs are present in ''Earth 2140'' and ''Earth 2160''. Excluded from ''Earth 2150'' to get past Germany's "no video game gore" laws.
** And with the amount of firepower thrown around late-game, they'd just be in the way. Not to mention that ambient temperatures on the Volcanic and Lava Pits tilesets are a bit too high to have a stroll outside.
* PrequelInTheLostAge: sort of. One of the ''2160'' trailers is basically a chronological montage of various ''2140'' and ''2150'' cutscenes - however, the ''2140'' segment is preceded by one made of cutscenes from ''World War 3: Black Gold'', another Reality Pump game that uses the very same game engine as ''2150'' and shows how the current-day world had gone from the US stepping up military presence in the Middle East due to an oil embargo to [[MakeTheBearAngryAgain Russia jumping into the fray]] and [[WorldWarIII escalating the conflict into a full nuclear war]]. With the ''2150'' manual (released far earlier than [=WW3:BG=]) confirming that it was a full nuclear exchange that plunged humanity into the [[CrapsackWorld miserable state]] it is in at the start of the Earth series, it seems very likely that [=WW3:BG=] is an unofficial prequel.
* ReinventingTheWheel: Averted. The ''Earth 2150'' campaign is persistent in this way: each side except the ''Lost Souls''' UCS faction has an off-map main base. Units and money in this base are always preserved, those left in the mission area are permanently lost. To this end, the player is provided a special air unit whose purpose is facilitating transfers between bases. ''The Moon Project'' and ''Lost Souls'' added a pretty useful mechanic: when you end a mission, any remaining money will be instantly transferred to the main base; mining the map bare and selling all structures except the Landing Zone will net you the highest possible gain. For mining missions, ending the mission with no enemies left and at least one Transport Base will gradually transfer all remaining resources to the main base over time. Research is always preserved.
** In fact, many walkthroughs and strategy guides recommend you to only build powerplants, defenses and resource infrastructure in the mission area, producing and ferrying reinforcements from the main base instead of building them on-site. Aside from scripted events in the ''Moon Project'' ED campaign, your main base can never be attacked despite there being announcer sound files for all three factions for it.
** In ''Earth 2160'', there's no main base but research is always preserved and if a unit that has gained experience survives a mission, it will be available in the next one. Even if it's an aircraft that requires an airfield to land.
* [[RangedEnergyAttackTropes Ranged]] {{Energy Weapon}}s: lots of 'em. Used because [[BottomlessMagazines their ammunition]] [[EasyLogistics does not need resupply micromanagement]]. [[RockBeatsLaser They lose their superiority to conventional weapons]] once DeflectorShields [[LensmanArmsRace come into play]].
** EnergyBall: The UCS Plasma Cannon. The only type that has an AntiAir variant, which is [[ThereIsNoKillLikeOverkill damaging]] and [[MoreDakka rapid]] in comparison to other AA weapons.
*** The LC have a variant of their own, but it's reserved for the artillery brigade.
*** There's an {{Area 51}} UFO that mounts a version that [[NoSell bypasses shields]].
** FrickinLaserBeams: The ED Laser Cannon. While [[HollywoodScience mainstream]] counterparts burn, cut, or explode, ED lasers heat the target until its engine or ammo stores explode.
*** Oddly, the demonstration video shows the laser vaporizing an entire dummy target.
*** Oddlier still, ''Earth 2160'' turns the ED lasers into a HollywoodScience weapon: light lasers fire red bolts while heavy lasers fire a continuous pink beam that damages the target's health (since 2160 no longer keeps track of unit heat levels).
** LightningGun: The LC Electro Cannon. Unshielded targets that survive destruction may fall victim to a secondary StaticStunGun [[{{EMP}} effect]].
*** It may have been based on the Fang's Plasma Projector or some relative thereof, seeing that it has the exact same effect, only it trades off range for [[WaveMotionGun firepower]].
** StaticStunGun: The ED Ion Cannon and the LC Electro Cannon. The former is built for {{EMP}} from the ground-up. LC units suffer most when affected by these, because the LC does not have repairer technology to recover units from incapacitation.
** SonicScream: The LC Sonic Cannon, an AreaOfEffect weapon. Useful against [[ZergRush masses]] and doubly useful for being FriendlyFireproof. Triple if gravity bombs are removed from play... because [[LoopholeAbuse the airborne Sonic Cannon mounted on LC bombers is not technically a bomb]], despite being used in the same role and doing comparable damage.
* RegeneratingHealth -- The substitute for LC's lack of dedicated repairers.
* TheRepublic: The Lunar Corporation.
* RidiculouslyFastConstruction: Played straight with UCS and ED. Averted with LC, who simply lower their prefabricated structures from orbit.
** Then again, according to the in-game clock it takes about [[GameplayAndStorySegregation 30-40 mins]] just to build a small turret or tunnel network node, so it's somewhat more reasonable than other games.
* RobotWar: UCS armed forces are made up entirely of machines and are controlled by an AI. ED uses cyborgs in ''Earth 2140''.
* SequenceBreaking: some missions in ''2150'' can be done with the mission objectives out of order. For example, the Alaska mission for the ED instructs you to raid a UCS mining operation, kill everyone at the site then beat back a hefty counterattack and hold your position against the enemy onslaught until you reach the target amount of extracted resources. However, you're not prevented from mining the field first, ''then'' demolishing the base (since the last building's destruction is what triggers said counterattack); doing so is far easier and less stressful, as not only you have as much time to prepare as you want, you can [[AttackAttackRetreatRetreat leave the destruction part to a single unit and pull out before the UCS reinforcements even spawn on the map]].
* ShootTheBullet: The Antimissile is to rockets as the Energy Shield is to energy weapons. Its usefulness varies from person to person.
* ShoutOut: The name of the hacker that is fighting UCS is called [[Film/TheMatrix Neo]]. He is later captured and turned into an AI.
* SingleBiomePlanet: Subverted initially (we ''are'' talking about Earth here) but gradually turns into a volcano planet.
* SlapOnTheWristNuke: ED uses nuclear missiles as their superweapon. They are nowhere near as powerful as they should be, especially given that it was their nukes that managed to push an entire ''planet'' off its orbit. Also, the destruction of UCS nuclear power plants only results in a mildly annoying but not damaging nuclear explosion.
** The ''in''-game nukes are probably tactical, while the story nukes were strategic.
** More specifically, the ED has three kinds of nukes: silo-based ballistic missile, vehicle-mounted ballistic missile, ''helicopter-mounted unguided bomb'' (since nukes [[YouFailPhysicsForever apparently]] don't work against aircraft). The latter is a bit buggy in the ''Lost Souls'' campaign as it has infinite research time. It may be a bug, but missile silos also gain experience: hit a big cluster of buildings and your next nuke might very well have twice the bang.
* SpaceFillingEmpire: UCS controls the Western hemisphere, ED controls the Eastern and LC is the sole proprietor of the Moon [[spoiler:until ''The Moon Project'' where the UCS takes interest in the Moon]].
* SpannerInTheWorks: Falkner gradually becomes this to [[spoiler:Van Troff]] as he repeatedly screws over Rifkin in the ED campaign of ''2160''. [[spoiler:Not to worry though; [[MagnificentBastard Van Troff]] recruits him to serve as his Dragon.]]
* StandardSciFiFleet: While every human faction in ''2160'' has regular aircraft, the Morphidians are radically different. Since their creators couldn't find mutations that were powerful enough in the air, the aliens instead received {{nanomachines}} to build a self-replicating fleet with.
** Replicatorus: the self-repicating element of the fleet. Can endlessly replicate as long as it has access to crystals.
** Morphoratorus: can't replicate anymore but can rebuild itself into combat aircraft if it absorbs metal.
** Postomor fighter: produced in batches of four but even one can dominate every human air unit in the game.
** Morphorator light cruiser: basic capital ship that averts PointDefenseless by having automatic laser turrets to shoot down incoming missiles. Can rebuild itself into more specialised forms if it absorbs crystals.
** Morphorator heavy cruiser: replaces the light cruiser's universal energy weapons into a ground-only missile salvo that outranges all static air defenses.
** Morphorator destroyer: has an even more powerful ground-and-air energy weapon and a whopping '''4000''' health plus point defense turrets. It's not called the strongest air unit for nothing.
* SuperpowerMeltdown: Sort of. Units gain more range and firepower as they level up. The Area 51 UFO is no exception, capable of doing the entire mission for you if you micromanage it carefully. However, once it reaches maximum experience, the variables seem to overflow and it gets '''zero weapon range'''. Ouch. Corrected in Moon Project.
* SuperPrototype: sort of. The Fang is of alien origin while the mass-produced New Hope isn't. While the Fang has some 800 HP and regenerates noticeably faster than other LC units, the New Hope has less HP (120 without experience) than any other combat unit in the game and all of its attributes are inferior to the Fang... but it regenerates '''''CRAZY FAST'''''. As in, back to full health in less than a second if it's a non-killing blow. Add in that the sucker has 75% armor and it's nigh impossible to kill a New Hope without overwhelming firepower or numbers.
* SuperweaponSurprise: Partial example. The LC's Sonic Cannon is a modified sonic mining tool.
* TankGoodness: The ED tanks. Even the lightest of them is heavier armed than any modern MBT.
** Actually, the manual states that the [=TT100=] Pamir isn't reminiscent of an [=M1A1=] Abrams[[hottip:*:when the game came out, the [=M1A2=] variant didn't exist]], it IS an Abrams. Only modified to operate with a one-man crew. Though that still doesn't explain the presence of dual 105mm cannons/futuristic equivalent of Patriot missiles or, from ''Moon Project'' onwards, energy shields.
** There's also [[SuperPrototype Fang's hyper-advanced tank]]. Justified since it's of alien origin and is one-of-a-kind. Until the Moon Project where the LC starts to field the somewhat inferior "New Hope" mass production model. Said model doesn't have much hitpoints but it has fast regeneration. Not to mention that despite the LC scientists' best efforts, they couldn't field the tank with anything other than the original Plasma Projectors else the recoil would've damaged the armor.
** HoverTank: LC ground units, Fang's hovercraft and the {{Area 51}} alien-derived Prototype drive on-- you've guessed it-- [[AntiGravity antigravity propulsion]].
** WalkingTank: Minus ''The Moon Project'''s Cargo Salamander, every UCS tank walks.
*** SpiderTank: The UCS Spider.
*** ChickenWalker: The UCS [[PantheraAwesome Tiger, Panther and Jaguar]].
* TechnologicalPacifist: LC used to be this, until they are forced to quickly learn the art of war in order to compete with UCS and ED.
* TechTree
* ThemeNaming: Oh boy, fits this trope to a T.
** [[AnimalThemeNaming Animal]]: UCS units. Most names are based on herbivores, [[PantheraAwesome wild cats]] (bipedal mechs), marine life (ships) or mythical creatures (combat aircraft).
** [[LocationThemeNaming Location]]: ED land units are mostly named after Eurasian landmarks and regions.
** [[NamedAfterSomebodyFamous Famous People]]: The ED Kruschev superheavy tank.
** [[ReligiousAndMythologicalThemeNaming Religious And Mythological]]: The ED Thor and Leviathan. The UCS Gargoyle and Dragon.
** [[StellarThemeNaming Stellar]]: Most LC units are usually named after astronomical terms, except the Thunderer (bomber), Crusher (superheavy tank) and Crion (mobile artillery). Units added in ''The Moon Project'' all avert this trope.
* TheDragon: [[spoiler:Falkner]] appears to become this for [[spoiler:Van Troff]] in the Alien campaign of ''2160'' but the final mission reveals that [[spoiler:Rifkin]] was the real Dragon all this time.
* TimedMission: While individual missions are not timed, the entire campaign of ''Escape from the Blue Planet'' has a 180-day countdown (36 hours when converted to real-time at default game speed), after which follows an EarthShatteringKaboom and a NonStandardGameOver.
** The ED's Congo mission is timed. You have somewhere around three days until the UCS deciphers the captured silo's launch codes and nuke you to oblivion. You have until that time to destroy said base. Preferably by nuking them back.
** ''Lost Souls'' also has a tricky ED mission where you have to capture the shuttle launch base. However, it is buggy because you CAN'T complete the mission in time so the timer is fake! More specifically, it triggers a failure message but the mission doesn't end and not even the patch corrects this... [[spoiler:Not to mention that said launch base is a decoy, the shuttles aren't even there.]]
* TurnedAgainstTheirMasters: One of the in-universe theories regarding what happened to the [[spoiler:UCS exodus ship. [[SubvertedTrope Subverted]] in that it turns out the pilot AI actually decided to leave the ship orbiting in the Oort Cloud until the ED and LC had destroyed each other, keeping the human survivors in suspension and setting up massive factories to take over the Sol system for them. Pretty nice machines.]] Also, played straight in [[spoiler:what that jerk-AI GOLAN did in Lost Souls, betraying the rest of humanity on orders from the President of the UCS]].
** [[spoiler:It was revealed at the very end of ''Lost Souls'' that ''the leaderships of all three factions'' have conspired with each other to leave GOLAN behind in order to keep anyone from following them and threatening the status quo.]]
* UndergroundLevel: UCS and ED can dig underground tunnels that can be used to sneak up on an enemy. LC can use tunnels, but can't build them, until ''The Moon Project'', that is.
* VariableMix: Each side is given a unique soundtrack with a list of songs for one of three moods: daytime, nighttime and war. Notably, [[SongsInTheKeyOfPanic A Song In The Key of Warning]] will roll when a player's units begins to sustain hits in a heated skirmish.
* WeatherControlMachine: LC's superweapon. Calls down rain, snow, hail and when the Sun's proximity make summoning precipitation impossible, the LC scientists rig it with a [[ColonyDrop meteor targeting system]].
* WeatherOfWar: Climate conditions don't usually have a powerful effect on combat, but high winds make it hard for aircraft to perform (as well as preventing grounded aircraft from taking off, potentially blocking factories) and whatever the local weather is like changes what the LC's WeatherControlMachine is capable of.
* WorldWarIII: Happens in 2048 and results in the later formations of UCS and ED. LC was founded specifically to allow some humans to escape the destruction of the war on the Moon.
* YouFailNuclearPhysicsForever: It would be almost impossible to shift Earth's orbit even by a tiny amount with nuclear weapons, even in large quantities.
* YouRequireMoreVespeneGas: Credits and power are the resources in 2150. 2160 has water, crystals, metal, and power, but lets each faction ignore one of them.
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[[redirect:VideoGame/{{Earth2150}}]]
9th Feb '13 7:54:03 PM dvorak
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** ''Earth 2160'' did away with this. LC [[TheCracker Hackers]] can reprogram UCS robots, but will require significant amounts of time to bypass UCS software defense mechanisms, which can go into AwesomeButImpractical territory if not used wisely.

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** ''Earth 2160'' did away with this. LC [[TheCracker Hackers]] can reprogram UCS robots, but will require significant amounts of time to bypass UCS software defense mechanisms, which can go into AwesomeButImpractical territory if not used wisely. LC Psionic weapons can also brainwash enemy units, but they have an equal chance of turning them into a crazed, randomly-firing neutral unit as well.
2nd Dec '12 8:27:00 AM crazyrabbits
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* AllThereInTheManual: A [[http://www.youtube.com/watch?v=uIzC37adtoU cinematic trailer]] exists for ''Earth 2160'' that hints at what started the wars that eventually led to the devastation on Earth. Long story short, it seems to have started with some sort of crisis in the Gulf. In 2008, a [[MakeTheBearAngryAgain Soviet flag]] is seen replacing the one over the Kremlin. Troop movements followed, and culminated in a nuclear attack on some (supposedly American) naval strike groups. A nuclear strike on the Washington Capitol seems to have sealed the deal, and [[ItGotWorse it all went downhill from there]]...

to:

* AllThereInTheManual: A [[http://www.youtube.com/watch?v=uIzC37adtoU cinematic trailer]] exists for ''Earth 2160'' that hints at what started the wars that eventually led to the devastation on Earth. Long story short, it seems to have started with some sort of crisis in the Gulf. In 2008, a [[MakeTheBearAngryAgain Soviet flag]] is seen replacing the one over the Kremlin. Troop movements followed, and culminated in a nuclear attack on some (supposedly American) naval strike groups. A nuclear strike on the Washington Capitol seems to have sealed the deal, and [[ItGotWorse it all went downhill from there]]...there...
16th Oct '12 3:53:42 PM amitakartok
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** Well, when your sociopolitical "[[PlanetOfHats hat]]" is basically combining the worst aspects of Soviet Russia and the Mongolian Khanate...

to:

** Well, when your sociopolitical "[[PlanetOfHats hat]]" is basically combining the worst aspects of Soviet Russia and the Mongolian Khanate... it's enough if we quote the ED recruitment propaganda video:
--->Your life depends on us: '''[[WithUsOrAgainstUs JOIN US OR DIE]]'''
16th Oct '12 3:49:41 PM amitakartok
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* AllYourBaseAreBelongToUs: Neo does this trick several times during the UCS campaign by making all your units (but not your structures) turn against you. In one level, he even uses it to crash the alliance between you and the LC by [[MagnificentBastard hijacking your units and sending them against the LC base to make it look like you doublecrossed them]].

to:

* AllYourBaseAreBelongToUs: Neo does this trick several times during the UCS campaign by making all your units (but not your structures) turn against you. In one level, he even uses it to crash the alliance between you and the LC by [[MagnificentBastard hijacking your units and sending them against the LC base to make it look like you doublecrossed them]]. And no, you can't avoid that happening by pulling all your units out of the mission zone just before the scripted event happens; the alliance still gets annulled on the spot.



* DestructibleProjectiles: Rockets, provided somebody has an antimissile somewhere.

to:

* DestructibleProjectiles: Rockets, provided somebody has an antimissile somewhere.somewhere and said rockets are shooting at said somebody.



** Inverted in some missions that have... ''interesting'' scripting.
*** In one of ''Moon Project'''s LC missions, due to [[GameBreakingBug bad scripting]]: if at any point you ferry all your units back to your main base, even if you have a fully functional base with enough credits to hit the unit limit three times over, it's an instant game over the millisecond the transporter carrying the last unit disappears from the mission area. And no, you don't get any advance warning about this, only the mission failed debrief and the game over movie.
*** Similarly, the Amazon mission for the ED in ''2150'' is scripted to fail if at any point there is less cash on the map than needed for the objective. Thing is, only resource fields and your mission area credit pool are counted, the 5,000 credits you can put into the transport aren't. Which means that you might find yourself failing the mission by simply pressing one button.



* LesYay: During one Mission Briefing of the [[FanNickname Neo Campaign]] in the original game (playing LC and deciding to join with the ED) Neo mentions that in the case of Fang's superior not going with his methods, he will release videos of her making out with a girl from the info department. She is understandably ''very'' angry about that.


Added DiffLines:

* SequenceBreaking: some missions in ''2150'' can be done with the mission objectives out of order. For example, the Alaska mission for the ED instructs you to raid a UCS mining operation, kill everyone at the site then beat back a hefty counterattack and hold your position against the enemy onslaught until you reach the target amount of extracted resources. However, you're not prevented from mining the field first, ''then'' demolishing the base (since the last building's destruction is what triggers said counterattack); doing so is far easier and less stressful, as not only you have as much time to prepare as you want, you can [[AttackAttackRetreatRetreat leave the destruction part to a single unit and pull out before the UCS reinforcements even spawn on the map]].
14th Aug '12 5:41:54 AM FELH2
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* TheEndOfTheWorldAsWeKnowIt: See ApocalypseNow.

to:

* TheEndOfTheWorldAsWeKnowIt: See ApocalypseNow.Film/ApocalypseNow.



** The 2150 games have no less than ''four'' bars: health (obvious), shield[[hottip:*:soaks up damage from energy weapons until depleted]], heat[[hottip:*:inflicted by laser weapons, maxing it out instantly kills the unit regardless of health; units will cool off on their own but buildings won't]] and electronics[[hottip:*:inflicted by ion weapons and LC electro-cannons; depleting about half of it will stun the target, fully depleting it will completely incapacitate the target and make it capturable by repairers]]. Each one can be set to display in the in-game options menu.

to:

** The 2150 games have no less than ''four'' bars: health (obvious), shield[[hottip:*:soaks shield[[note]]soaks up damage from energy weapons until depleted]], heat[[hottip:*:inflicted depleted[[/note]], heat[[note]]inflicted by laser weapons, maxing it out instantly kills the unit regardless of health; units will cool off on their own but buildings won't]] won't[[/note]] and electronics[[hottip:*:inflicted electronics[[note]]inflicted by ion weapons and LC electro-cannons; depleting about half of it will stun the target, fully depleting it will completely incapacitate the target and make it capturable by repairers]].repairers[[/note]]. Each one can be set to display in the in-game options menu.



----

to:

----
1st Aug '12 10:30:22 AM FELH2
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* EasyLogistics: Averted by the ammo resupply requirement, because it's one of the crucial criteria that decides whether a player will use an {{energy weapon}} or a [[KineticWeaponsAreJustBetter kinetic]] [[RockBeatsLaser weapon]]. Played straight with everything else.
* TheEmpire: Eurasian Dynasty, to the point where the Khan looks like Emperor Palpatine from ''StarWars''.

to:

* EasyLogistics: Averted by the ammo resupply requirement, because it's one of the crucial criteria that decides whether a player will use an {{energy weapon}} EnergyWeapon or a [[KineticWeaponsAreJustBetter kinetic]] [[RockBeatsLaser weapon]]. Played straight with everything else.
* TheEmpire: Eurasian Dynasty, to the point where the Khan looks like Emperor Palpatine from ''StarWars''.



* TheFederation: The United Civilized States was one before the ''de facto'' takeover by [[DeusEstMachina adviser A.I.s]].

to:

* TheFederation: The United Civilized States was one before the ''de facto'' takeover by [[DeusEstMachina adviser A.I.s]].



** In ''The Moon Project'', the LC is trying to build a ring around a moon designed to fire shots on Earth-based targets.

to:

** In ''The Moon Project'', the LC is trying to build a ring around a moon designed to fire shots on Earth-based targets.



*** The LC have a variant of their own, but it's reserved for the artillery brigade.

to:

*** The LC have a variant of their own, but it's reserved for the artillery brigade.



* ShoutOut: The name of the hacker that is fighting UCS is called [[TheMatrix Neo]]. He is later captured and turned into an AI.

to:

* ShoutOut: The name of the hacker that is fighting UCS is called [[TheMatrix [[Film/TheMatrix Neo]]. He is later captured and turned into an AI.



* WeatherOfWar: Climate conditions don't usually have a powerful effect on combat, but high winds make it hard for aircraft to perform (as well as preventing grounded aircraft from taking off, potentially blocking factories) and whatever the local weather is like changes what the LC's WeatherControlMachine is capable of.

to:

* WeatherOfWar: Climate conditions don't usually have a powerful effect on combat, but high winds make it hard for aircraft to perform (as well as preventing grounded aircraft from taking off, potentially blocking factories) and whatever the local weather is like changes what the LC's WeatherControlMachine is capable of.



<<|RealTimeStrategy|>>
31st Jul '12 6:35:09 PM amitakartok
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Added DiffLines:

* PrequelInTheLostAge: sort of. One of the ''2160'' trailers is basically a chronological montage of various ''2140'' and ''2150'' cutscenes - however, the ''2140'' segment is preceded by one made of cutscenes from ''World War 3: Black Gold'', another Reality Pump game that uses the very same game engine as ''2150'' and shows how the current-day world had gone from the US stepping up military presence in the Middle East due to an oil embargo to [[MakeTheBearAngryAgain Russia jumping into the fray]] and [[WorldWarIII escalating the conflict into a full nuclear war]]. With the ''2150'' manual (released far earlier than [=WW3:BG=]) confirming that it was a full nuclear exchange that plunged humanity into the [[CrapsackWorld miserable state]] it is in at the start of the Earth series, it seems very likely that [=WW3:BG=] is an unofficial prequel.
31st Jul '12 5:52:32 PM amitakartok
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* HollywoodAcid: ED chemical weapons.

to:

* HollywoodAcid: ED chemical weapons.weapons in ''2160''. The anti-ground version is basically a hose the size of a tank turret while the anti-air version is delivered as a missile payload. If you don't happen to have anti-chemical armor, prepare to be massacred.
30th Jul '12 8:09:12 AM amitakartok
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* InstantWinCondition: In ''Escape from the Blue Planet'', the campaign ends once you provide enough resources, even if you're on a mission.

to:

* InstantWinCondition: In ''Escape from the Blue Planet'', the campaign ends once you provide enough resources, even if you're on a mission.



* ItsASmallWorldAfterAll: at the end of ''Lost Souls'', the protagonists state that they have no idea how accurate their space teleporter is and express doubts that it won't dump them out somewhere in the void of outer space, but with the Earth about to fall apart around them, they don't exactly have a choice in the matter. Comes ''Earth 2160'' with no mention of anyone ever having made out of Earth after the three factions have abandoned it, seemingly supporting the idea that the teleporter had indeed malfunctioned or that they were simply {{Retcon}}ned out of existence. [[spoiler:Then right in the middle of the UCS campaign, it turns out the teleporter worked quite well... [[GoneHorriblyRight too well]], in fact: it massively overshot the intended destination and dumped the survivors into a completely different star system. The very same system the 2160 LaResistance passes through on their way to Eden, just in time to pick up their distress signal and save their hides from an idiotic ED commander.]]



** The 2150 games have no less than ''four'' bars: health (obvious), shield[[hottip:*:soaks up damage from energy weapons until depleted]], heat[[hottip:*:inflicted by laser weapons, maxing it out instantly kills the unit regardless of health; units will cool off on their own but buildings won't]] and electronics[[hottip:*:inflicted by ion weapons and LC electro-cannons; depleting about half of it will stun the target, fully depleting it will completely incapacitate the target and make it capturable by repairers]]. Each one can be set to display in the in-game options menu.
** 2160 replaces the heat bar with a "mind" bar, only affected by LC and Alien psionic weaponry. Depleting this one will permanently mind-control the unit to the attacker's faction (unless the former owner mind-controls it back). Only appears on organic units or vehicles with a pilot - leading to the logical conclusion that the UCS is completely immune to these weapons.



** On the other hand, the AI in 2150 ''is'' playing with limited resources and can be rendered helpless by keeping it from mining.



* [[RangedEnergyAttackTropes Ranged]] {{Energy Weapon}}s: A lot of weapons. Used because [[BottomlessMagazines their ammunition]] [[EasyLogistics does not need resupply micromanagement]]. [[RockBeatsLaser They lose their superiority to conventional weapons]] once DeflectorShields [[LensmanArmsRace come into play]].

to:

* [[RangedEnergyAttackTropes Ranged]] {{Energy Weapon}}s: A lot lots of weapons.'em. Used because [[BottomlessMagazines their ammunition]] [[EasyLogistics does not need resupply micromanagement]]. [[RockBeatsLaser They lose their superiority to conventional weapons]] once DeflectorShields [[LensmanArmsRace come into play]].



*** Oddlier still, ''Earth 2160'' turns the ED lasers into a HollywoodScience weapon.

to:

*** Oddlier still, ''Earth 2160'' turns the ED lasers into a HollywoodScience weapon.weapon: light lasers fire red bolts while heavy lasers fire a continuous pink beam that damages the target's health (since 2160 no longer keeps track of unit heat levels).



** SonicScream: The LC Sonic Cannon, an AreaOfEffect weapon. Useful against [[ZergRush masses]] and doubly useful for being FriendlyFireproof. Triple if gravity bombs are removed from play... because [[LoopholeAbuse the airborne Sonic Cannon mounted on LC bombers is not a bomb]].

to:

** SonicScream: The LC Sonic Cannon, an AreaOfEffect weapon. Useful against [[ZergRush masses]] and doubly useful for being FriendlyFireproof. Triple if gravity bombs are removed from play... because [[LoopholeAbuse the airborne Sonic Cannon mounted on LC bombers is not technically a bomb]].bomb]], despite being used in the same role and doing comparable damage.



* SuperPrototype: sort of. The Fang is of alien origin while the mass-produced New Hope isn't. While the Fang has some 800 HP and regenerates noticeably faster than other LC units, the New Hope has less HP (120 without experience) than any other combat unit in the game and all of it's attributes are inferior to the Fang... but it regenerates '''''CRAZY FAST'''''. As in, back to full health in less than a second if it's a non-killing blow. Add in that the sucker has 75% armor and it's nigh impossible to kill a New Hope without overwhelming firepower or numbers.

to:

* SuperPrototype: sort of. The Fang is of alien origin while the mass-produced New Hope isn't. While the Fang has some 800 HP and regenerates noticeably faster than other LC units, the New Hope has less HP (120 without experience) than any other combat unit in the game and all of it's its attributes are inferior to the Fang... but it regenerates '''''CRAZY FAST'''''. As in, back to full health in less than a second if it's a non-killing blow. Add in that the sucker has 75% armor and it's nigh impossible to kill a New Hope without overwhelming firepower or numbers.
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