History VideoGame / Cossacks

20th Feb '17 6:26:42 AM Saveelich
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* ArrowsOnFire: Archers switch to these when ordered to attack a building.
20th Feb '17 6:26:32 AM Saveelich
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* ArrowsOnFire: Archers have this by fault. In ''3'', they switch to these when ordered to attack a building.

to:


* ArrowsOnFire: Archers have this by fault. In ''3'', they switch to these when ordered to attack a building.
20th Feb '17 6:25:57 AM Saveelich
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* CallThatAFormation: Troops begin without being in a formation, although they can form basic shapes. Sufficient numbers can forma regiment, that can assume a formation. Not all units can form regiments even if they have the numbers and a officer, and are usually easily killed by units that ''are'' in formation.

to:

* CallThatAFormation: Troops begin without being in a formation, although they can form basic shapes. Sufficient numbers can forma regiment, that can assume a formation. Not all units can form regiments even if they have the numbers and a officer, and are usually easily killed by units that ''are'' in formation.formation, as formations provide strong offensive and defensive bonus.
20th Feb '17 6:24:55 AM Saveelich
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* CripplingOverspecialization: Most ranged units can not fight in melee (save for 18th century musketeers and grenadiers, who have bayonets) and try to escape when the enemy is too close.

to:

* CripplingOverspecialization: Most ranged units can not fight in melee (save for 18th century musketeers and grenadiers, who have bayonets) [[BayonetYa bayonets]]) and try to escape when the enemy is too close.
31st Jan '17 3:45:42 PM Saveelich
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* CripplingOverspecialization: Ranged units can not fight in melee, at all. If enemy gets too close, ranged units try to escape.

to:

* CripplingOverspecialization: Ranged Most ranged units can not fight in melee, at all. If enemy gets too close, ranged units melee (save for 18th century musketeers and grenadiers, who have bayonets) and try to escape.escape when the enemy is too close.



18th Jan '17 12:26:40 PM SantosLHalper
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* RapePillageAndBurn: Implied: when your units capture enemy buildings, they automatically catch fire.

to:

* RapePillageAndBurn: Implied: when your units capture enemy buildings, they have a chance of automatically catch fire.catching fire. It's not unusual for entire settlements to be destroyed this way.
15th Jan '17 7:44:47 PM SantosLHalper
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to:

* ArrowsOnFire: Archers have this by fault. In ''3'', they switch to these when ordered to attack a building.



* CripplingOverspecialization: Ranged units can not fight in melee, at all. If enemy gets too close, ranged units try to escape.




to:

* RapePillageAndBurn: Implied: when your units capture enemy buildings, they automatically catch fire.




!! Tropes present in Cossack 3
* ArrowsOnFire: Archers switch to these when ordered to attack a building.
* CripplingOverspecialization: Ranged units can not fight in melee, at all. If enemy gets too close, ranged units try to escape.
4th Dec '16 9:22:30 AM Mandemo
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Added DiffLines:

* CallThatAFormation: Troops begin without being in a formation, although they can form basic shapes. Sufficient numbers can forma regiment, that can assume a formation. Not all units can form regiments even if they have the numbers and a officer, and are usually easily killed by units that ''are'' in formation.


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!! Tropes present in Cossack 3
* ArrowsOnFire: Archers switch to these when ordered to attack a building.
* CripplingOverspecialization: Ranged units can not fight in melee, at all. If enemy gets too close, ranged units try to escape.
* YouRequireMoreVespeneGas: There are ''six'' resources for player to collect and keep track of.
** Food. Used to keep your people fed and do research. Food is constantly consumed, so players need strong economy or store food before creating their armies.
** Wood and Stone: Used to build buildings.
** Gold: Used to pay upgrades, or hire merceneries. Merceneries use gold like normal troops use food, and if you run out of gold they will rebel against you. Artillery also uses gold to fire.
** Iron and coal: Used by gunpowder units to fire and to produce units. If you do not have iron or coal, your gunpowder units can not fire.
25th Nov '16 12:04:31 PM Saveelich
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* MillionMookMarch: The ''huge'' number of units available to the players is the series' best-known trademark.

to:

* MillionMookMarch: The ''huge'' number of units available to the players is the series' best-known trademark. The latest installment, ''Cossacks 3'', has a global population cap of 16000.
31st Oct '16 11:16:46 PM i_c_wiener
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Added DiffLines:

* WeHaveReserves: The aforementioned high population cap (in fact, theoretically infinite in ''Back to War'') and the fact that some units can be trained in literally ''less than a second'' means that this is a perfectly viable tactic.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Cossacks