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* AntiAir: The silos work as both air-defense and as ICBM launchers, but not at the same time. The air defense mode is the only reliable method of taking down incoming nuclear missiles.
* EndGameResultsScreen: When the victory timer expires, a small window appears showing a summary of kills, deaths, and score for each player.
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* FogOfWar: Radar units and planes reveal the fog of war.
** Forming an alliance also reveals everything your allies sees - including their assets (and ''vice versa'').
** Forming an alliance also reveals everything your allies sees - including their assets (and ''vice versa'').
to:
* FogOfWar: FogOfWar:
** Radar units and planes reveal the fog ofwar.
**war. Forming an alliance also reveals everything your allies sees - including their assets (and ''vice versa'').versa'').
** Location of enemy launches are always shown, regardless of the fog of war.
** Radar units and planes reveal the fog of
**
** Location of enemy launches are always shown, regardless of the fog of war.
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* ScoringPoints: Scoring kills against enemy population centers earns points. Whoever has the most points at the end of the time limit wins.
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* ScoringPoints: Scoring kills against enemy population centers earns points, while getting one's own population centers loses points. Whoever has the most points at the end of the time limit wins.game wins.
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** The Steam version of the game has the achievement "Have you had enough?", which involves nuking a city whose population has been already reduced to 0.
to:
** The Steam version of the game has the achievement "Have you had enough?", "Had enough yet?", which involves nuking a city whose population has been already reduced to 0.
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* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media; in fact, many people during the Cold War believed that Australia and New Zealand would be a "safe zone" during a nuclear war, too far out of the way for anybody to care about. (The novel and later film ''Literature/OnTheBeach'' disabused this idea, with the Australians living their last days before the fallout clouds roll in.)
to:
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. North America (CanadaEh, EagleLand), South America (SouthOfTheBorder, LatinLand), UnitedEurope, Russia, DarkestAfrica, Asia (ArabianNightsDays, FarEast). [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media; in fact, many people during the Cold War believed that Australia and New Zealand would be a "safe zone" during a nuclear war, too far out of the way for anybody to care about. (The novel and later film ''Literature/OnTheBeach'' disabused this idea, with the Australians living their last days before the fallout clouds roll in.)
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Changed line(s) 9,10 (click to see context) from:
''[-"It's Global Thermonuclear War, and nobody wins. But maybe - just maybe - you can lose the least."-]''
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Changed line(s) 66 (click to see context) from:
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media; in fact, many people during the Cold War believed that Australia and New Zealand would be a "safe zone" during a nuclear war, too far out of the way for anybody to care about. (The novel and later film ''Literature/OnTheBeach'' disabused this idea, with the Australians living their last days before the fallout cloud roll in.)
to:
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media; in fact, many people during the Cold War believed that Australia and New Zealand would be a "safe zone" during a nuclear war, too far out of the way for anybody to care about. (The novel and later film ''Literature/OnTheBeach'' disabused this idea, with the Australians living their last days before the fallout cloud clouds roll in.)
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* AllNationsAreSuperpowers: North America, Russia, even a single Europe make sense. A united nuclear-armed Africa, less so.
to:
* AllNationsAreSuperpowers: North America, Russia, even a single Europe make sense. A united nuclear-armed Africa, less so. (Also odd is the all-the-rest Asian/Arabic bloc, which unites China, India and Pakistan, both Koreas, the Middle East including Israel and the Arabian Peninsula.)
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* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media; in fact, many people during the Cold War believed that Australia and New Zealand would be a "safe zone" during a nuclear war, too far out of the way for anybody to care about. (The novel and later film ''Literature/OnTheBeach'' satirized this idea.)
to:
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media; in fact, many people during the Cold War believed that Australia and New Zealand would be a "safe zone" during a nuclear war, too far out of the way for anybody to care about. (The novel and later film ''Literature/OnTheBeach'' satirized disabused this idea.idea, with the Australians living their last days before the fallout cloud roll in.)
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Changed line(s) 72 (click to see context) from:
* SpiritualAntithesis: To any of Creator/ParadoxInteractive's grand strategy games, particularly ''VideoGame/HeartsOfIron'', the closest to this game in terms of setting, technology, and scope. Both are RealTimeStrategy games that span the entire world, but while those titles take place over anywhere from decades to centuries depending on the game, are famous for their [[GuideDangIt incredibly complex gameplay]], and are designed to simulate the experience of [[TakeOverTheWorld conquering the world]], ''DEFCON'' has extremely simple gameplay, takes place over the course of [[TheShortWar a few hours]], and is designed to simulate the experience of ''[[TheEndOfTheWorldAsWeKnowIt destroying]]'' the world. In short, while winning in a Paradox game makes you feel like [[WarIsGlorious a glorious conqueror]], [[PyrrhicVictory "winning"]] a game of ''DEFCON'' makes you feel like [[WarIsHell a monster]].
to:
* SpiritualAntithesis: To any of Creator/ParadoxInteractive's grand strategy GrandStrategy games, particularly ''VideoGame/HeartsOfIron'', the closest to this game in terms of setting, technology, and scope. Both are RealTimeStrategy games that span the entire world, but while those titles take place over anywhere from decades to centuries depending on the game, are famous for their [[GuideDangIt incredibly complex gameplay]], and are designed to simulate the experience of [[TakeOverTheWorld conquering the world]], ''DEFCON'' has extremely simple gameplay, takes place over the course of [[TheShortWar a few hours]], and is designed to simulate the experience of ''[[TheEndOfTheWorldAsWeKnowIt destroying]]'' the world. In short, while winning in a Paradox game makes you feel like [[WarIsGlorious a glorious conqueror]], [[PyrrhicVictory "winning"]] a game of ''DEFCON'' makes you feel like [[WarIsHell a monster]].
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* SpiritualAdaptation: It's designed to simulate the experience of playing the global thermonuclear war simulation from ''Film/WarGames'' as closely as possible.
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* TacticalRockPaperScissors: Fighters beats bombers, bombers beat battleship, battleship beats fighters. Parallel to that-- battleship beats carrier, carrier beats sub, sub beats battleship.
* TheEndOfTheWorldAsWeKnowIt : And you're the one orchestrating it all !
* TheEndOfTheWorldAsWeKnowIt : And you're the one orchestrating it all !
to:
* SpiritualAdaptation: It's designed to simulate the experience of playing the global thermonuclear war simulation from ''Film/WarGames'' as closely as possible.
* SpiritualAntithesis: To any of Creator/ParadoxInteractive's grand strategy games, particularly ''VideoGame/HeartsOfIron'', the closest to this game in terms of setting, technology, and scope. Both are RealTimeStrategy games that span the entire world, but while those titles take place over anywhere from decades to centuries depending on the game, are famous for their [[GuideDangIt incredibly complex gameplay]], and are designed to simulate the experience of [[TakeOverTheWorld conquering the world]], ''DEFCON'' has extremely simple gameplay, takes place over the course of [[TheShortWar a few hours]], and is designed to simulate the experience of ''[[TheEndOfTheWorldAsWeKnowIt destroying]]'' the world. In short, while winning in a Paradox game makes you feel like [[WarIsGlorious a glorious conqueror]], [[PyrrhicVictory "winning"]] a game of ''DEFCON'' makes you feel like [[WarIsHell a monster]].
* TacticalRockPaperScissors: Fighters beats bombers, bombers beat battleship, battleship beats fighters. Parallel tothat-- that, battleship beats carrier, carrier beats sub, sub beats battleship.
*TheEndOfTheWorldAsWeKnowIt : TheEndOfTheWorldAsWeKnowIt: And you're the one orchestrating it all !all!
* SpiritualAntithesis: To any of Creator/ParadoxInteractive's grand strategy games, particularly ''VideoGame/HeartsOfIron'', the closest to this game in terms of setting, technology, and scope. Both are RealTimeStrategy games that span the entire world, but while those titles take place over anywhere from decades to centuries depending on the game, are famous for their [[GuideDangIt incredibly complex gameplay]], and are designed to simulate the experience of [[TakeOverTheWorld conquering the world]], ''DEFCON'' has extremely simple gameplay, takes place over the course of [[TheShortWar a few hours]], and is designed to simulate the experience of ''[[TheEndOfTheWorldAsWeKnowIt destroying]]'' the world. In short, while winning in a Paradox game makes you feel like [[WarIsGlorious a glorious conqueror]], [[PyrrhicVictory "winning"]] a game of ''DEFCON'' makes you feel like [[WarIsHell a monster]].
* TacticalRockPaperScissors: Fighters beats bombers, bombers beat battleship, battleship beats fighters. Parallel to
*
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%% Image kept on page per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1603334886083873000
%% Please do not replace or remove without starting a new thread.
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[[AC: This page is about a work. If you're looking for the trope, that's DefconFive.]]
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''This page is about a work. If you're looking for the trope, that's DefconFive.
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[[quoteright:345:https://static.tvtropes.org/pmwiki/pub/images/defcon_7078.jpg]]
[[caption-width-right:340:[[Film/WarGames How about a nice game of chess?]]]]
[[caption-width-right:340:[[Film/WarGames How about a nice game of chess?]]]]
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[[caption-width-right:340:[[Film/WarGames
[[caption-width-right:350:[[Film/WarGames How about a nice game of chess?]]]]
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Changed line(s) 8,9 (click to see context) from:
A unique 2006 RealTimeStrategy from Introversion Software, the makers of ''VideoGame/{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
to:
A unique 2006 RealTimeStrategy from Introversion Software, the makers of ''VideoGame/{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''.Creator/IntroversionSoftware. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
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Changed line(s) 62 (click to see context) from:
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media.
to:
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media.media; in fact, many people during the Cold War believed that Australia and New Zealand would be a "safe zone" during a nuclear war, too far out of the way for anybody to care about. (The novel and later film ''Literature/OnTheBeach'' satirized this idea.)
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Changed line(s) 32 (click to see context) from:
* AxCrazy: It's not a stretch to say that the player character is this.
to:
* AxCrazy: It's In every game mode aside from Survivor, it's not a stretch to say that the player character is this.and all their enemies are [[GeneralRipper mavericks with murder on the mind]].
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* BombersOnTheScreen
* ChronicBackstabbingDisorder: There is no I in team, as in ''I'' win.
* CosmeticallyDifferentSides: Everyone starts with the same assets and the same population count. Population centers are spread out differently between the continents though.
** It's not entirely cosmetic, however, in that some continents are easier to defend than others due to city placement. Europe, for example, has all of its' population centers placed in a relatively tight group, so it's easy to cover them strongly with antimissile defenses. South America, on the other hand, is much more spread out, though sacrificing the smaller cities is a viable tactic.
* ChronicBackstabbingDisorder: There is no I in team, as in ''I'' win.
* CosmeticallyDifferentSides: Everyone starts with the same assets and the same population count. Population centers are spread out differently between the continents though.
** It's not entirely cosmetic, however, in that some continents are easier to defend than others due to city placement. Europe, for example, has all of its' population centers placed in a relatively tight group, so it's easy to cover them strongly with antimissile defenses. South America, on the other hand, is much more spread out, though sacrificing the smaller cities is a viable tactic.
to:
* BombersOnTheScreen
BombersOnTheScreen: Again, the game takes place entirely within a strategic layout screen.
* ChronicBackstabbingDisorder: There is no I in team, as in ''I''win.
win. It's entirely possible to "win" by harming your allies, both directly and indirectly.
* CosmeticallyDifferentSides: Everyone starts with the same assets and the same population count.Population That said, the difference is not ''entirely'' cosmetic - the population centers are spread out differently between the continents though.
** It's not entirely cosmetic, however, in thatcontinents, and as a result, some continents are easier to defend than others due to city placement.others. Europe, for example, has all of its' population centers placed in a relatively tight group, so it's easy to cover them strongly with antimissile defenses. South America, on the other hand, is much more spread out, though sacrificing the smaller cities is a viable tactic.
* ChronicBackstabbingDisorder: There is no I in team, as in ''I''
* CosmeticallyDifferentSides: Everyone starts with the same assets and the same population count.
** It's not entirely cosmetic, however, in that
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* DefconFive: Done correctly.
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* DefconFive: Done In this game, the Defcon countdown is done correctly.
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* KillAllHumans: The goal of the game.
* MacrossMissileMassacre: [[ThereIsNoKillLikeOverkill The more missiles you fire]], the more that can be expected to get through an enemies defences and hit their target.
* MacrossMissileMassacre: [[ThereIsNoKillLikeOverkill The more missiles you fire]], the more that can be expected to get through an enemies defences and hit their target.
to:
* KillAllHumans: The goal of the game.
game is to kill as many humans on the opposing side as possible.
* MacrossMissileMassacre: The game encourages this: [[ThereIsNoKillLikeOverkillThe the more missiles you fire]], the more that the can be expected to get through an enemies defences and hit their target.
* MacrossMissileMassacre: The game encourages this: [[ThereIsNoKillLikeOverkill
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* OneWorldOrder: The diplomacy game mode begins like this. And slowly breaks down as nations [[CherryTapping chip away]] at each others' population centers to reduce their scores.
* PainfullySlowProjectile: Justified in that missiles are slow in relation to the size of the earth, and the parabolic arc they follow is how they'd actually fly to their target[[labelnote:*]]although missiles launched against targets in the same hemisphere should really use great-circle routes over the pole, and the game makes no consideration for the ''actual'' curvature of the globe, as southern hemisphere launched missiles still arc as if they were launched from the northern hemisphere, and yes, that is a gameplay consideration[[/labelnote]]. However, it's still obnoxious watching your missiles get shot down as they slowly inch toward their targets.
* PowerGlows: Radiation from nuclear strikes is depicted by a SicklyGreenGlow (the colour can be changed.)
* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust. Unless you're playing as Europe and manage to take out the enemy subs before they can launch their payloads, then it becomes a one-sided affair.
* PainfullySlowProjectile: Justified in that missiles are slow in relation to the size of the earth, and the parabolic arc they follow is how they'd actually fly to their target[[labelnote:*]]although missiles launched against targets in the same hemisphere should really use great-circle routes over the pole, and the game makes no consideration for the ''actual'' curvature of the globe, as southern hemisphere launched missiles still arc as if they were launched from the northern hemisphere, and yes, that is a gameplay consideration[[/labelnote]]. However, it's still obnoxious watching your missiles get shot down as they slowly inch toward their targets.
* PowerGlows: Radiation from nuclear strikes is depicted by a SicklyGreenGlow (the colour can be changed.)
* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust. Unless you're playing as Europe and manage to take out the enemy subs before they can launch their payloads, then it becomes a one-sided affair.
to:
* OneWorldOrder: The diplomacy game mode begins like this. And slowly breaks down as nations begin [[CherryTapping chip chipping away]] at each others' population centers to reduce their scores.
scores.
* PainfullySlowProjectile:Justified This seems to be the case, however, [[RealityIsUnrealistic this is actually justified in that missiles are slow in relation to the size of the earth, earth]], and the parabolic arc they follow is how they'd actually fly to their target[[labelnote:*]]although target[[labelnote:*]]however, missiles launched against targets in the same hemisphere should really use great-circle routes over the pole, and the game makes no consideration for the ''actual'' curvature of the globe, as southern hemisphere launched missiles still arc as if they were launched from the northern hemisphere, and yes, [[GameMechanics that is a gameplay consideration[[/labelnote]].consideration]][[/labelnote]]. However, it's still obnoxious watching your missiles get shot down as they slowly inch toward their targets.
* PowerGlows: Radiation from nuclear strikes is depicted by a SicklyGreenGlow by default (the colour can bechanged.)
changed).
* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust. Unless you're playing as Europe and manage to take out the enemy subs before they can launch their payloads, then it becomes a rather one-sided affair.
* PainfullySlowProjectile:
* PowerGlows: Radiation from nuclear strikes is depicted by a SicklyGreenGlow by default (the colour can be
* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust. Unless you're playing as Europe and manage to take out the enemy subs before they can launch their payloads, then it becomes a rather one-sided affair.
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* SoundtrackDissonance: There are soft, slow piano chords and OneWomanWail, with occasional sighs or sobbing to accompany the [[TheEndOfTheWorldAsWeKnowIt end of humanity]].
to:
* SoundtrackDissonance: SimpleScoreOfSadness: There are soft, slow piano chords and OneWomanWail, with occasional sighs or sobbing to accompany the [[TheEndOfTheWorldAsWeKnowIt end of humanity]].
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* WarIsHell: As the game's tagline implies: Nobody can win nuclear war, you can only lose the least.
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* WarIsGlorious: [[AvertedTrope Utterly and completely averted]]. Between the somber music, the unnerving sound effects, and the grim news reports, this game is ''not'' trying to make global thermonuclear war seem awesome in any way.
* WarIsHell: As the game's tagline implies: [[ThisIsGonnaSuck Nobody can win nuclearwar, war]], you can only lose the least.
* WarIsHell: As the game's tagline implies: [[ThisIsGonnaSuck Nobody can win nuclear
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* YouBastard: Suffice to say, between the somber music, the unnerving sound effects, and the grim news reports, this game is ''not'' trying to make global thermonuclear war fun.
to:
* YouBastard: Suffice to say, between It is YOU who are giving the somber music, orders to end the unnerving sound effects, and the grim news reports, this game is ''not'' trying to make global thermonuclear war fun.lives of billions of people.
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Added release date.
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A unique RealTimeStrategy from Introversion Software, the makers of ''VideoGame/{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
to:
A unique 2006 RealTimeStrategy from Introversion Software, the makers of ''VideoGame/{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
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Changed line(s) 8,9 (click to see context) from:
A unique RealTimeStrategy from Introversion Software, the makers of ''{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
to:
A unique RealTimeStrategy from Introversion Software, the makers of ''{{Uplink}}'', ''VideoGame/{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
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Changed line(s) 8,9 (click to see context) from:
A unique RealTimeStrategy from Introversion Software, the makers of ''{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
to:
A unique RealTimeStrategy from Introversion Software, the makers of ''{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''WarGames'' ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.
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* {{Homage}}: DEFCON takes inspiration from ''WarGames''. A number of {{shout out}}s are included in the main menu.
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* {{Homage}}: DEFCON takes inspiration from ''WarGames''.''Film/WarGames''. A number of {{shout out}}s are included in the main menu.
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* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[Film/DoctorStrangelove Targets in Megadeaths]]", and [[WarGames asking if you'd rather play a nice game of chess instead]].
to:
* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[Film/DoctorStrangelove Targets in Megadeaths]]", and [[WarGames [[Film/WarGames asking if you'd rather play a nice game of chess instead]].
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* CurbStompBattle: Grouping up for a 5v1 with alliances ensures the solo player left behind is in for a very bad time…
* GeoEffects: Certain territorial 1v1 contests can be geographically imbalanced, such as Russia vs. Asia. Russian territory includes a small section of sea off the coast of Japan, allowing players to post entire fleets of nuke carrying subs right next to several major population centres. By comparison, naval vessels from Asia must sail around Africa and through the Atlantic to get within SRBM range of Russian cities.
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* VillainProtagonist: The whole point of the game is based around being a GeneralRipper and ensuring them commies/capitalists/whatevers '''die in a nuclear fire.'''
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* VillainProtagonist: The whole point of the game is based around being a GeneralRipper and ensuring them commies/capitalists/whatevers '''die in a nuclear fire.'''
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* Defcon "COCKED PISTOL" 1: Conflict goes nuclear. The end.
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* Defcon "COCKED PISTOL" 1: Conflict goes nuclear. [[DownerEnding The end.
end.]]
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* LostForever: If you haven't placed your buildings by Defcon 4, or your fleets by Defcon 3, then you'll just have to do without.
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* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media.
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* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media.
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* TheBigBoard: The entire game takes place on a strategic layout screen.
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* TheBigBoard: The entire game takes place on a strategic layout screen.
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* TheBigBoard: The entire game takes place on a strategic layout screen.
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* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[DoctorStrangelove Targets in Megadeaths]]", and [[WarGames asking if you'd rather play a nice game of chess instead]].
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* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[DoctorStrangelove [[Film/DoctorStrangelove Targets in Megadeaths]]", and [[WarGames asking if you'd rather play a nice game of chess instead]].
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* PainfullySlowProjectile: Justified in that missiles are slow in relation to the size of the earth, and the parabolic arc they follow is how they'd actually fly to their target[[labelnote:*]]although the game makes no consideration for the ''actual'' curvature of the globe, as southern hemisphere launched missiles still arc as if they were launched from the northern hemisphere, and yes, that is a gameplay consideration[[/labelnote]]. However, it's still obnoxious watching your missiles get shot down as they slowly inch toward their targets.
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* PainfullySlowProjectile: Justified in that missiles are slow in relation to the size of the earth, and the parabolic arc they follow is how they'd actually fly to their target[[labelnote:*]]although missiles launched against targets in the same hemisphere should really use great-circle routes over the pole, and the game makes no consideration for the ''actual'' curvature of the globe, as southern hemisphere launched missiles still arc as if they were launched from the northern hemisphere, and yes, that is a gameplay consideration[[/labelnote]]. However, it's still obnoxious watching your missiles get shot down as they slowly inch toward their targets.
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* Defcon "ROUND HOUSE" 3: Can no longer place units: air and naval conflict permitted.
* Defcon "FAST PACE" 2: No change from Defcon 3
* Defcon "COCKED PISTOL" 1: Nuclear attacks permitted.
* Defcon "FAST PACE" 2: No change from Defcon 3
* Defcon "COCKED PISTOL" 1: Nuclear attacks permitted.
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* Defcon "ROUND HOUSE" 3: Can no longer place units: air and naval conflict permitted.
units; conventional warfare commences.
* Defcon "FAST PACE" 2: No change from Defcon3
3 (game manual states that fighting intensifies).
* Defcon "COCKED PISTOL" 1:Nuclear attacks permitted.
Conflict goes nuclear. The end.
* Defcon "FAST PACE" 2: No change from Defcon
* Defcon "COCKED PISTOL" 1:
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** It's a reference to the ''Protect and Survive'' pamphlets that were planed to be handed out in the UK (along with the tv and radio broadcasts) around the height of the UsefulNotes/{{Cold War}}.
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** It's a reference to the ''Protect and Survive'' pamphlets that were planed planned to be handed out in the UK (along with the tv TV and radio broadcasts) around the height of the UsefulNotes/{{Cold War}}.
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** It's not entirely cosmetic, however, in that some continents are easier to defend than others due to city placement. Europe, for example, has all of its' population centers placed in a relatively tight group, so it's easy to cover them strongly with antimissile defenses. South America, on the other hand, is much more spread out.
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** It's not entirely cosmetic, however, in that some continents are easier to defend than others due to city placement. Europe, for example, has all of its' population centers placed in a relatively tight group, so it's easy to cover them strongly with antimissile defenses. South America, on the other hand, is much more spread out.out, though sacrificing the smaller cities is a viable tactic.
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* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust.
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would be OP]].
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would be OP]].
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* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust. \n Unless you're playing as Europe and manage to take out the enemy subs before they can launch their payloads, then it becomes a one-sided affair.
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would beOP]].OP]], and no one seems to ever launch at Australia in almost all nuclear war media.
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would be
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* WeHaveReserves: Since fighters respawn and everything else doesn't, sending in waves of fighters to draw AA fire from bombers or missiles is one way to try and ensure they make it through, albeit limited by the fighters' short range.
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* WeHaveReserves: Since fighters respawn (at airfields, at least) and everything else doesn't, sending in waves of fighters to draw AA fire from bombers or missiles is one way to try and ensure they make it through, albeit limited by the fighters' short range.
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* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust.
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* AxCrazy: It's not a stretch to say that the player character is this.
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*AxCrazy: It's not a stretch to say that the player character is this.