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* EnemyExchangeProgram

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* %%* EnemyExchangeProgram



* HoldTheLine: The final Core mission of the ''Core Contingency'' campaign has you trying to survive long enough for the beacon to power up. Nothing stopping you from wiping out the Arm if you can manage it, of course.



%%* MightyGlacier: Core Cans and Sumos.

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%%* * MightyGlacier: Core Cans and Sumos.Sumos. Armed with heavy lasers that make them more than a match for any other unit. So slow that they cannot catch up to any other unit.



* PlanetLooters

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* %%* PlanetLooters



* RealTimeStrategy

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* %%* RealTimeStrategy



* RobotWar

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* %%* RobotWar



* StarfishAliens

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* %%* StarfishAliens



* TimedMission: The final Arm mission of the ''Core Contingency'' campaign gives you 90 minutes to kill the Core commander and destroy the beacon. You still have to destroy every unit to finish, but the timer is contingent on those two.



* UnstableEquilibrium
* UselessUsefulStealth

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* UnstableEquilibrium
UnstableEquilibrium: You can suffer the loss of defense towers and a factory or two without issue. If the enemy manages to take out your larger fusion reactors or Moho Mines, recovering from that is a lot harder, especially if they can press with another attack.
* UselessUsefulStealthUselessUsefulStealth: Stealth only blocks visual identification, not radar. This makes it pointless for attacking bases, which have radar of some sort.

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** The Krogoth is the Core's ultimate weapon, a giant K-bot armed with AA, an Annihilator laser, weaker green laser, and cannons, with more health than anything in the game. Just one will tear through almost any defense. Two or three are basically unstoppable. The trade-off is that Krogoths need a special gantry to build them, take forever to build, and cost a massive amount of resources.

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** The Krogoth is the Core's ultimate weapon, a giant K-bot armed with AA, an Annihilator laser, weaker green laser, and cannons, with more health than anything in the game. Just one will tear through almost any defense. Two or three are basically unstoppable. The trade-off is that Krogoths need a special gantry to build them, take forever to build, and cost a massive amount of resources. They are also vulnerable to the humble ARM Spider, which will paralyze them just as easily as it would any other unit.

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* AwesomeButImpractical: Krogoth, Vulcan, Buzzsaw; explained better on that page.

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* AwesomeButImpractical: Krogoth, Vulcan, Buzzsaw; explained better on AwesomeButImpractical:
** The Krogoth is the Core's ultimate weapon, a giant K-bot armed with AA, an Annihilator laser, weaker green laser, and cannons, with more health than anything in the game. Just one will tear through almost any defense. Two or three are basically unstoppable. The trade-off is
that page.Krogoths need a special gantry to build them, take forever to build, and cost a massive amount of resources.
** The Vulcan and Buzzsaw are rapid-fire Gatling versions of the Bertha and Intimidator artillery guns. Fully powered, they can lay down a spray of artillery shells that nothing can stand against. They also take three times as long to build and require eight times the amount of power to keep running.
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* GatlingGood: The Vulcan and Buzzsaw weapons are Gatling versions of the Big Bertha and Intimidator superguns, whose shells are powerful enough to destroy entire buildings! However this is also a case of AwesomeButImpractical, as the Gatling versions have a slightly shorter range and consume insane amounts of power when they fire.

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* GatlingGood: The Vulcan and Buzzsaw weapons are Gatling versions of the Big Bertha and Intimidator artillery superguns, whose shells are powerful enough to destroy entire buildings! However this Just one will almost certainly keep any forward assault from failing, provided you can keep it powered. Doing that, however, is also a case of AwesomeButImpractical, as AwesomeButImpractical; just one takes roughly 8000 energy to fire continuously, not to mention the Gatling versions have a slightly shorter range and consume insane amounts of power when they fire.energy storage necessary to make sure it can fire every shot without stopping. It also doesn't fire as far.

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* ExpansionPack: Two: ''The Core Contingency'' and ''Battle Tactics''. The first was a full expansion complete with campaign and dozens of new units, the second a map and mission pack.

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* ExpansionPack: Two: ''The Core Contingency'' and ''Battle Tactics''. The first was a full expansion complete with campaign and dozens of new units, the second a map and mission pack.pack that doubles as an advanced tutorial.



** The planet Rougpelt is periodically bombarded by meteor showers which are devastating enough to destroy everything caught in them. This leads to much frustration when they destroy the base you worked so hard to build, or when they destroy a mission critical capture target that the computer isn't smart enough to repair. The trope plays out another way on the same planet in missions which involve vast numbers of "asleep" groups of enemy units scattered throughout a map which "wake" and become aggressive upon taking damage. This device is used throughout the campaign to allow the player time to prepare before attacking and to encourage players to explore the whole map (most missions require you to destroy all enemy units, so you have to find them; they won't attack you). It's a problem in the Rougpelt campaign because ''meteor showers'' activate these enemies too by causing damage. On the last Rougpelt mission in the Core Campaign, an early meteor shower on Hard can see your commander and anything you'd tried to build be wiped in 40 seconds.
** On planets with lots of plant life, what would be a simple task to set up a base is made obnoxiously difficult by the fact you have to go on deforesting binges to clear enough space to build.

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** The planet Rougpelt is periodically bombarded by meteor showers showers, which are devastating enough to can destroy everything weaker structures/units and generally do a fair amount of damage to anything caught in them. This leads to much frustration when they destroy the base you worked so hard to build, or when they destroy a mission critical capture target that the computer isn't smart enough to repair. Temblor has a similar mechanic which has much lighter but more frequent earthquakes, while Gelidus takes it UpToEleven with absolutely massive hail storms that can last minutes and vary in intensity.
**
The trope plays out above mechanic contributes in another way on through the same planet in missions which involve vast numbers AI's scripting. There are groups of "asleep" groups of enemy units scattered throughout a map map, which "wake" and become aggressive upon taking damage. This device is used throughout the campaign ordinarily are scripted to allow attack at certain points, meant to give the player time a buffer to prepare build a base before any attacks come. However, these units will attack if damaged, and that includes any damage taken from the map effects. This can result in a rush of enemy units attacking and to encourage players to explore the whole map (most missions require you to destroy all enemy units, so before you have to find them; they won't attack you). It's a problem in the Rougpelt campaign because ''meteor showers'' activate these enemies too by causing damage. means to stop them, especially if flight units are involved. On the last Rougpelt mission in the Core Campaign, an early meteor shower on Hard can see your commander Commander and anything you'd tried to build be wiped in 40 seconds.
** On planets with lots of plant life, life or wreckage, what would be a simple task to set up a base is made obnoxiously difficult by the fact you have to go on deforesting cleaning or destruction binges to clear enough space to build.



* {{Invisibility}}: In the original game only the Commanders were capable of cloaking, and this is usually only feasible if they are standing still--the cloaking device absorbs exponentially more power if they start moving, and you need the late-game energy production buildings to supply that power.
** The expansion pack adds cloakable spy kbots and a cloakable version of the Fusion Reactor (although activating the cloak uses up most of its own power, so it can't be left cloaked all the time).

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* {{Invisibility}}: In the original game only the Commanders were capable of cloaking, and this is usually only feasible if they are standing still--the cloaking device absorbs exponentially more power if they start moving, and you need the late-game energy production buildings to supply that power.
**
power. The expansion pack adds cloakable spy kbots Kbots and a cloakable version of the Fusion Reactor (although activating the cloak uses up most of this is fairly self-defeating, as doing so drains almost all its own power, so it can't be left cloaked all the time).power).

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* FakeDifficulty: The planet Rougpelt is periodically bombarded by meteor showers which are devastating enough to destroy everything caught in them. This leads to much frustration when they destroy the base you worked so hard to build, or when they destroy a mission critical capture target that the computer isn't smart enough to repair.
** That affects the AI's game too. It's to a lesser extent, as an AI typically spreads their base out much more than a human player might (unlike also the tightly-packed bases which VideoGame/SupremeCommander incentives with the synergy system), but timing your own attack with the end of a shower at ''their'' base is a fair and useful tactic. The trope plays out another way on the same planet in missions which involve vast numbers of "asleep" groups of enemy units scattered throughout a map which "wake" and become aggressive upon taking damage. This device is used throughout the campaign to allow the player time to prepare before attacking and to encourage players to explore the whole map (most missions require you to destroy all enemy units, so you have to find them; they won't attack you). It's a problem in the Rougpelt campaign because ''meteor showers'' activate these enemies too by causing damage. On the last Rougpelt mission in the Core Campaign, an early meteor shower on Hard can see your commander and anything you'd tried to build be wiped in 40 seconds.

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* FakeDifficulty: FakeDifficulty:
**
The planet Rougpelt is periodically bombarded by meteor showers which are devastating enough to destroy everything caught in them. This leads to much frustration when they destroy the base you worked so hard to build, or when they destroy a mission critical capture target that the computer isn't smart enough to repair.
** That affects the AI's game too. It's to a lesser extent, as an AI typically spreads their base out much more than a human player might (unlike also the tightly-packed bases which VideoGame/SupremeCommander incentives with the synergy system), but timing your own attack with the end of a shower at ''their'' base is a fair and useful tactic.
repair. The trope plays out another way on the same planet in missions which involve vast numbers of "asleep" groups of enemy units scattered throughout a map which "wake" and become aggressive upon taking damage. This device is used throughout the campaign to allow the player time to prepare before attacking and to encourage players to explore the whole map (most missions require you to destroy all enemy units, so you have to find them; they won't attack you). It's a problem in the Rougpelt campaign because ''meteor showers'' activate these enemies too by causing damage. On the last Rougpelt mission in the Core Campaign, an early meteor shower on Hard can see your commander and anything you'd tried to build be wiped in 40 seconds.seconds.
** On planets with lots of plant life, what would be a simple task to set up a base is made obnoxiously difficult by the fact you have to go on deforesting binges to clear enough space to build.
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** The ''Core Contingency'' expansion introduced land mines which were dismissed by the fan community as a completely useless addition. As an immobile, expendable, static weapon that is completely reliant on the enemy to wander right into it to be of any effectiveness, it was ultimately judged in the metagame perspective that the time and resources you would spend on setting up a minefield would've been better spent on building more units, base defenses, or even walls.
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* OpeningNarration

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* OpeningNarrationOpeningMonologue: See page quote.
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->''What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.''
-->--'''[[http://youtube.com/watch?v=k6mZZiI4ShQ Intro]]'''

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->''What ->''"What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.''
-->--'''[[http://youtube.
"''
-->-- '''[[http://youtube.
com/watch?v=k6mZZiI4ShQ Intro]]'''
Opening Monologue]]'''

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* CripplingOverspecialisation: "Rock versus rock". Any gun can hit anything. An insanely lucky shot from a mortar, for instance, can destroy a stealth fighter flying at top speed.
** Construction units can reclaim anything that's not the ground itself or flying, which can act as an improvised weapon.
*** Commanders can also capture enemy units, allowing them to instead rally an improvised army of turncoats, assuming they survive long enough to complete the capture.
* DamageDiscrimination
** More to the point, if you order your units to fire at one of your own, then many of these shots will fly through it (rockets and missiles, sometimes also artillery fire, in case of smaller units) instead of hitting them. In case of gravity-affected weaponry (and everything else as well, if the terrain is rough and you are unlucky) it will hit the ground just behind them, however, and you can hurt your own units with splash damage.
* DoNotRunWithAGun: Everything can move and fire, though often with reduced accuracy.
** Almost everything. A few units cannot.
* EverythingFades: Units leave wreckage, depending on how much base health the unit had and how powerful the weapon that finished it was. A medium tank destroyed by a rapid-fire light laser will leave a wreck resembling it with a similar metal content to the original unit; if it was killed by larger, heavier weapons, or the wreck then takes more hits, it'll turn to unrecognizable metal trash, and a unit insta-killed by a truly lethal weapon, such as the D-Gun or [=BLoD=] (Blue Laser of Death) generally leaves no remains.
** The wreckage can also be reclaimed by construction units and, with later patch units, ''resurrected''.

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* CripplingOverspecialisation: "Rock versus rock". Any gun can hit anything. An insanely lucky shot from a mortar, for instance, can destroy a stealth fighter flying at top speed.
** Construction
Almost all units can reclaim anything that's not the ground itself or flying, which can act as an improvised weapon.
*** Commanders can also capture enemy units, allowing them
have a specialization of some sort: anti-air, GlassCannon, MightyGlacier, etc. A group of any one will usually get torn to instead rally an improvised army of turncoats, assuming pieces by something else they survive long enough to complete the capture.
can't deal with.
* DamageDiscrimination
** More to the point, if you order your
DamageDiscrimination: Your units are generally immune to fire at one of your own, then many of these shots will fly through it (rockets and missiles, sometimes also artillery fire, from friendly units, in case of smaller units) instead of hitting them. In case of gravity-affected weaponry (and everything else as well, if the terrain is rough and you are unlucky) sense that it will hit the ground just behind pass over them, though splash damage will still take effect if the shots land close enough. Your Commander's D-Gun, however, and you can hurt your own will tear through friendly units with splash damage.
if they get in the way.
* DoNotRunWithAGun: Everything Almost all units can move and fire, though often with reduced accuracy.
** Almost everything. A few units cannot.
* EverythingFades: Units leave wreckage, depending on how much base health the unit had and how powerful the weapon that finished it was. A medium tank destroyed by a rapid-fire light laser will leave a wreck resembling it with a similar metal content to the original unit; if it was killed by larger, heavier weapons, or the wreck then takes more hits, it'll turn to unrecognizable metal trash, and a unit insta-killed by a truly lethal weapon, such as the D-Gun or [=BLoD=] (Blue Laser of Death) generally leaves no remains.
**
remains. The wreckage can also be reclaimed by construction units and, with later patch units, ''resurrected''.



* SlapOnTheWristNuke: In the late game, nuclear missiles are cheap, plentiful and extremely powerful.
** However, due to the scale, it can still be a drop in an ocean. Some community made nukes are/were several times as powerful as the original nukes, making the small ones look weak. Against lategame CPU with 10000 unit limit, you need several nuke facilities constantly making and firing nukes to see any effect.

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* SlapOnTheWristNuke: In the late game, nuclear missiles are cheap, plentiful and extremely powerful.
**
powerful. However, due to the scale, it can still be a drop in an ocean. Some community made nukes are/were several times as powerful as the original nukes, making the small ones look weak. Against lategame CPU with 10000 unit limit, you need several nuke facilities constantly making and firing nukes to see any effect.






* AbsentAliens: [[JustifiedTrope Justified]], since the war had virtually destroyed the galaxy.
** ''The Core Contingency'' expansion further justifies this: non-sapient alien life-forms appear in the form of Sea Serpents (indigenous creatures to planet Hydross) and Scorpions (cybernetic constructs created by the same [[{{Precursors}} long-vanished aliens]] who built the [[MacGuffin beacon at the galaxy's edge]]). The first thing both the Arm and the Core do when encountering these aliens is to target them for destruction. Though the Arm consider the extermination of the Sea Serpents "regrettable", and their reason for destroying the Scorpions is because they may carry alien contaminants that could damage the galaxy ([[FridgeLogic never mind the fact that they have been on Lusch for several million years with no ill effects]]). The Core destroy both creatures because they are [[ForTheEvulz in the way.]]

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* AbsentAliens: [[JustifiedTrope Justified]], since the war had virtually destroyed the galaxy.
**
galaxy. ''The Core Contingency'' expansion further justifies this: non-sapient alien life-forms appear in the form of Sea Serpents (indigenous creatures to planet Hydross) and Scorpions (cybernetic constructs created by the same [[{{Precursors}} long-vanished aliens]] who built the [[MacGuffin beacon at the galaxy's edge]]). The first thing both the Arm and the Core do when encountering these aliens is to target them for destruction. Though the Arm consider the extermination of the Sea Serpents "regrettable", and their reason for destroying the Scorpions is because they may carry alien contaminants that could damage the galaxy ([[FridgeLogic never mind the fact that they have been on Lusch for several million years with no ill effects]]). The Core destroy both creatures because they are [[ForTheEvulz in the way.]]



* ArbitraryHeadcountLimit: Mods have expanded this limit to numbers where it no longer really matters.
** Interestingly, the game in it's original state had an ArbitraryHeadcountLimit of 250, while it supported 256 different units. The game could be brought to a point where even if you made only one of every kind, you still couldnt make them all.

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* ArbitraryHeadcountLimit: Mods have expanded this limit to numbers where it no longer really matters.
** Interestingly, the
The game in it's its original state had has an ArbitraryHeadcountLimit of 250, while even though it supported supports 256 different units. The game could be brought to a point where even if you made only one of every kind, you still couldnt make them all. Mods can be used to dial up the limit.
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adaptation distillation not means \"good adaptation\".


* AdaptationDistillation: Some rebalancing [[GameMod mods]] and custom [=AIs=] are considered superior to the original by a number of fans.
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* MightyGlacier: Core Cans and Sumos.

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* %%* MightyGlacier: Core Cans and Sumos.



* SeparateButIdentical: There are small differences when playing each side, even though the overall unit selection is largely identical. Arm focuses more on FragileSpeedster, so their units are faster with less armor, and they outright have better level 1 units (for zerging). Their level 3 superweapons are also better. The Core is MightyGlacier, so better armored but slower units, and their level 2 ones are stronger than Arm. They also have better range on their artillery.

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* SeparateButIdentical: There are small differences when playing each side, even though the overall unit selection is largely identical. Arm focuses more on FragileSpeedster, so their units are faster with less armor, and they outright have better level 1 units (for zerging). Their level 3 superweapons are also better. The Core is MightyGlacier, so better armored have better-armored but slower units, and their level 2 ones are stronger than Arm. They also have better range on their artillery.
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** That unit, the Pelican, actually transforms from Kbot to boat, making it the only TransformingMecha in the game.
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Properly alligned the image.


http://static.tvtropes.org/pmwiki/pub/images/e046ae51881ec0b908918ecbc2f665d2.JPG
%%[[caption-width:298:some caption text]]

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%%[[caption-width:298:some caption text]]
JPG]]
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ZCE


* FragileSpeedster: Arm's Zipper K-Bot, and other units such as the Jeffy/Weasel recons, the PeeWee/A.K. scout K-Bots and the Flash/Instigator light tanks (Arm version/Core version).

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* %%* FragileSpeedster: Arm's Zipper K-Bot, and other units such as the Jeffy/Weasel recons, the PeeWee/A.K. scout K-Bots and the Flash/Instigator light tanks (Arm version/Core version).

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added image


->''What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.''

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http://static.tvtropes.org/pmwiki/pub/images/e046ae51881ec0b908918ecbc2f665d2.JPG
%%[[caption-width:298:some caption text]]

->''What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.''
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It is also one of the most ''moddable'' games of all time. It was designed from the beginning to have additional units available for download after release, so adding new units or altering existing ones is relatively easy. ''Total Annihilation'' fandom and player-made mods still cling to life more than a decade after the game's release, though most have migrated to its SpiritualSuccessor, ''VideoGame/SupremeCommander'' and the unofficial freeware game ''{{Spring}}'' (which can use ''TotalAnnihilation'' content - though the engine has since progressed so far that you need a lot of tweaking to get it working perfectly, and it'll be graphically sub-par compared to all the other games/mods on the engine - some of whom rival retail games in quality).

Before ''VideoGame/SupremeCommander'', there was the ill-fated follow-up ''TotalAnnihilationKingdoms'', which used the same game engine in a magic-fantasy setting with four (then five) sides rather than two. Never as popular as the original, and the producer Cavedog went belly-up not long after the release of its ExpansionPack, ''The Iron Plague''. However, ''Kingdoms'' enjoyed the same modding community as ''TotalAnnihilation'', indeed to ludicrous levels at times.

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It is also one of the most ''moddable'' games of all time. It was designed from the beginning to have additional units available for download after release, so adding new units or altering existing ones is relatively easy. ''Total Annihilation'' fandom and player-made mods still cling to life more than a decade after the game's release, though most have migrated to its SpiritualSuccessor, ''VideoGame/SupremeCommander'' and the unofficial freeware game ''{{Spring}}'' ''VideoGame/{{Spring}}'' (which can use ''TotalAnnihilation'' ''VideoGame/TotalAnnihilation'' content - though the engine has since progressed so far that you need a lot of tweaking to get it working perfectly, and it'll be graphically sub-par compared to all the other games/mods on the engine - some of whom rival retail games in quality).

Before ''VideoGame/SupremeCommander'', there was the ill-fated follow-up ''TotalAnnihilationKingdoms'', ''VideoGame/TotalAnnihilationKingdoms'', which used the same game engine in a magic-fantasy setting with four (then five) sides rather than two. Never as popular as the original, and the producer Cavedog went belly-up not long after the release of its ExpansionPack, ''The Iron Plague''. However, ''Kingdoms'' enjoyed the same modding community as ''TotalAnnihilation'', indeed to ludicrous levels at times.
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* PaletteSwap: In the sense of the different planets. RTS games of the time such as ''VideoGame/WarcraftII'' and ''CommandAndConquer'' tended to have different terrain styles such as forest or winter, but this made no difference to the gameplay. By contrast, TA introduced planets with lava oceans (or mist chasms between continents) where ships cannot be built (Barathrum and Temblor), planets with acid oceans that eat away at everything except hovercraft (Kral), planets made of metal so the normally limiting resource of metal is easily obtained (Core Prime) and so forth, changing the style of gameplay required for them. Also, each planet has a different level of metal deposits, metal in the regular ground, geothermal vents, wind velocity for wind turbines and life forms that can be reclaimed for energy.

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* PaletteSwap: In the sense of the different planets. RTS games of the time such as ''VideoGame/WarcraftII'' and ''CommandAndConquer'' ''VideoGame/CommandAndConquer'' tended to have different terrain styles such as forest or winter, but this made no difference to the gameplay. By contrast, TA introduced planets with lava oceans (or mist chasms between continents) where ships cannot be built (Barathrum and Temblor), planets with acid oceans that eat away at everything except hovercraft (Kral), planets made of metal so the normally limiting resource of metal is easily obtained (Core Prime) and so forth, changing the style of gameplay required for them. Also, each planet has a different level of metal deposits, metal in the regular ground, geothermal vents, wind velocity for wind turbines and life forms that can be reclaimed for energy.
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* VeteranUnit: Units will attain veterancy upon reaching a specific number of kills and will fire more accurately than normal units.
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* ArbitraryMinimumRange: Bertha/Intimidator are super long-range guns that can be used both defensively or offensively. The catch is that they have no negative field of gun depression, resulting in a large blind spot.

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* ArbitraryMinimumRange: Bertha/Intimidator are super long-range guns that can be used both defensively or offensively. The catch is that they have no negative field of cannot depress their gun depression, below 0 degrees, resulting in a large blind spot.

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* ArbitraryMinimumRange: Bertha/Intimidator are super long-range guns that can be used both defensively or offensively. The catch is that they have no negative field of gun depression, resulting in a large blind spot.



* ArtificialStupidity: The pathfinding leads a lot to be desired at times, and the "stock" AI is not very competent in sea or air arenas.
** The stock AI is almost comically inept at dealing with Tier 1 rushes, as a small number of light units can easily assassinate its Commander(s) in the opening minutes of a Skirmish (where all players only start with their Commanders).
** The stock AI is comically inept at '''everything'''. It'll build random units without keeping note of what it's making, send constructors to make resource gatherers in the middle of your base, build few defenses placed in a completely nonsensical way, and even do dumb things like construct buildings so close together that the factories can't get their units out. And when it's done all that, it'll display a complete lack of tactics by simply sending its units against your closest position - even if it happens to be on the other side of a river, and most of its units aren't amphibious. No wonder mods came out that attempted to fix the AI.
** A stupid AI is still a dangerous AI. If you fiddle around for TOO long and don't attack, the enemy will eventually build up to a point that it can keep sending units upon units at you non-stop, making the current mission almost impossible to win.



* ArtificialStupidity: The pathfinding leads a lot to be desired at times, and the "stock" AI is not very competent in sea or air arenas.
** The stock AI is almost comically inept at dealing with Tier 1 rushes, as a small number of light units can easily assassinate its Commander(s) in the opening minutes of a Skirmish (where all players only start with their Commanders).
** The stock AI is comically inept at '''everything'''. It'll build random units without keeping note of what it's making, send constructors to make resource gatherers in the middle of your base, build few defenses placed in a completely nonsensical way, and even do dumb things like construct buildings so close together that the factories can't get their units out. And when it's done all that, it'll display a complete lack of tactics by simply sending its units against your closest position - even if it happens to be on the other side of a river, and most of its units aren't amphibious. No wonder mods came out that attempted to fix the AI.
** A stupid AI is still a dangerous AI. If you fiddle around for TOO long and don't attack, the enemy will eventually build up to a point that it can keep sending units upon units at you non-stop, making the current mission almost impossible to win.
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* CyberneticsEatYourSoul: An exact excerpt from the Instruction Manual of the the Core Commander's Unit Description describes it as "''The Mind of a Military Genius patterned into a soulless killing machine''."
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* PaletteSwap: In the sense of the different planets. RTS games of the time such as ''WarcraftII'' and ''CommandAndConquer'' tended to have different terrain styles such as forest or winter, but this made no difference to the gameplay. By contrast, TA introduced planets with lava oceans (or mist chasms between continents) where ships cannot be built (Barathrum and Temblor), planets with acid oceans that eat away at everything except hovercraft (Kral), planets made of metal so the normally limiting resource of metal is easily obtained (Core Prime) and so forth, changing the style of gameplay required for them. Also, each planet has a different level of metal deposits, metal in the regular ground, geothermal vents, wind velocity for wind turbines and life forms that can be reclaimed for energy.

to:

* PaletteSwap: In the sense of the different planets. RTS games of the time such as ''WarcraftII'' ''VideoGame/WarcraftII'' and ''CommandAndConquer'' tended to have different terrain styles such as forest or winter, but this made no difference to the gameplay. By contrast, TA introduced planets with lava oceans (or mist chasms between continents) where ships cannot be built (Barathrum and Temblor), planets with acid oceans that eat away at everything except hovercraft (Kral), planets made of metal so the normally limiting resource of metal is easily obtained (Core Prime) and so forth, changing the style of gameplay required for them. Also, each planet has a different level of metal deposits, metal in the regular ground, geothermal vents, wind velocity for wind turbines and life forms that can be reclaimed for energy.
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** This trope is subverted by the game's basic units. As mentioned, Arm likes energy machineguns and Core likes light lasers, but the lasers are very precise and fairly slow to fire, while the machineguns are scattershot-type weapons. This results in Arm Peewees pelting their target with as many shots as they can not caring about precise aiming, while Core [=AKs=] waste time trying to line up aimed shots with their lasers. Result: Arm basic units [[CurbStompBattle curb-stomp]] Core ones with frightening ease.

to:

** This trope is subverted by the game's basic units. As mentioned, Arm likes energy machineguns and Core likes light lasers, but the lasers are very precise and fairly slow to fire, while the machineguns are scattershot-type weapons. This results in Arm Peewees pelting their target with as many shots as they can not caring about precise aiming, while Core [=AKs=] waste time trying to line up aimed shots with their lasers. Result: Arm basic units [[CurbStompBattle curb-stomp]] Core ones with frightening ease.



* CutscenePowerToTheMax: Strongly averted. The (few) cutscenes unusually depict units looking and acting exactly as they do in game. The only exception is that Kbots and tanks are scaled like real infantry and tanks in the cutscenes, but like large mecha and tanks (similar in size) in the gameplay.

to:

* CutscenePowerToTheMax: Strongly averted. The (few) cutscenes unusually depict units looking and acting exactly as they do in game. The only exception is that Kbots and tanks are scaled like real infantry and tanks in the cutscenes, but like large mecha and tanks (similar in size) in the gameplay.



* OmnicidalManiac: Subverted in ''The Core Contingency'', where the Core remnant plans to destroy the entire galaxy, but in a way that would leave their Commander free to begin again with the resulting new, empty galaxy.

to:

* OmnicidalManiac: Subverted in In ''The Core Contingency'', where the Core remnant plans to destroy the entire galaxy, but in a way that would leave their Commander free to begin again with the resulting new, empty galaxy.



* SeparateButIdentical: Subverted. There are small differences when playing each side, even though the overall unit selection is largely identical. Arm focuses more on FragileSpeedster, so their units are faster with less armor, and they outright have better level 1 units (for zerging). Their level 3 superweapons are also better. The Core is MightyGlacier, so better armored but slower units, and their level 2 ones are stronger than Arm. They also have better range on their artillery.

to:

* SeparateButIdentical: Subverted. There are small differences when playing each side, even though the overall unit selection is largely identical. Arm focuses more on FragileSpeedster, so their units are faster with less armor, and they outright have better level 1 units (for zerging). Their level 3 superweapons are also better. The Core is MightyGlacier, so better armored but slower units, and their level 2 ones are stronger than Arm. They also have better range on their artillery.

Changed: 64

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* FleshVersusSteel

to:

* FleshVersusSteelFleshVersusSteel: Although the "Flesh" side is pretty metallic in and of itself.
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Added inconsequential detail about TA\'s graphics engine to Sprite Polygon Mix.

Added DiffLines:

** In a more literal way, the units and projectiles are not rendered onto the screen as one scene. Each unit is instead rendered separately, and drawn onto the screen as a regular sprite. It's hard to notice it because the "sprites" are re-rendered each frame, but the way adjacent units overlap instead of intersecting, and how some of the extremely large modded units run into the limits of sprite size, gives it away.

Added: 137

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* ApocalypseHow: Seriously. Look at the name. The war is essentially an apocalypse of Galactic scope and severity ranging from Societal Collapse to Total Extinction with some planets suffering even Physical Annihilation; The ''Core Contingency'' ExpansionPack one-ups this with the Core plan to cause a ''Galactic Physical Annihilation'' with the only survivor being a single Core Commander, who would then [[ResetButton rebuild the entire Core civilisation]]. ''Hell'' of a contingency plan.

to:

* ApocalypseHow: Seriously. Look at the name. The war is essentially an apocalypse of Galactic scope and severity ranging from Societal Collapse to Total Extinction with some planets suffering even Physical Annihilation; The ''Core Contingency'' ExpansionPack one-ups this with the Core plan to cause a ''Galactic Physical Annihilation'' with the only survivor being a single Core Commander, who would then [[ResetButton rebuild the entire Core civilisation]].civilization]]. ''Hell'' of a contingency plan.



* HopelessWar: When an entire civilisation can be built from nothing as fast as you can tear it down...

to:

* HopelessWar: When an entire civilisation civilization can be built from nothing as fast as you can tear it down...down...
* HumansAreCthulhu: Both of the sides are humans are their core, and in the crossfire of their war they destroyed nearly everything else.
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Stripped out parentheses for examples. Just use colons.


->''What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.''

to:

->''What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.''



* BottomlessMagazines (Justified, as transmutation and mass-replicating is commonplace. The more powerful units and structures require seriously high amounts of energy to fire their weapons. In some of these cases, merely ''moving'' a heavy unit will drain energy, though this is usually offset by the fact that the unit in question also produces enough energy to balance out the drain.)
* CripplingOverspecialisation ("Rock versus rock". Any gun can hit anything. An insanely lucky shot from a mortar, for instance, can destroy a stealth fighter flying at top speed.)

to:

* BottomlessMagazines (Justified, BottomlessMagazines: Justified, as transmutation and mass-replicating is commonplace. The more powerful units and structures require seriously high amounts of energy to fire their weapons. In some of these cases, merely ''moving'' a heavy unit will drain energy, though this is usually offset by the fact that the unit in question also produces enough energy to balance out the drain.)
drain.
* CripplingOverspecialisation ("Rock CripplingOverspecialisation: "Rock versus rock". Any gun can hit anything. An insanely lucky shot from a mortar, for instance, can destroy a stealth fighter flying at top speed.)



* DoNotRunWithAGun (Everything can move and fire, though often with reduced accuracy.)

to:

* DoNotRunWithAGun (Everything DoNotRunWithAGun: Everything can move and fire, though often with reduced accuracy.)



* EverythingFades (Units leave wreckage, depending on how much base health the unit had and how powerful the weapon that finished it was. A medium tank destroyed by a rapid-fire light laser will leave a wreck resembling it with a similar metal content to the original unit; if it was killed by larger, heavier weapons, or the wreck then takes more hits, it'll turn to unrecognizable metal trash, and a unit insta-killed by a truly lethal weapon, such as the D-Gun or [=BLoD=] (Blue Laser of Death) generally leaves no remains.)

to:

* EverythingFades (Units EverythingFades: Units leave wreckage, depending on how much base health the unit had and how powerful the weapon that finished it was. A medium tank destroyed by a rapid-fire light laser will leave a wreck resembling it with a similar metal content to the original unit; if it was killed by larger, heavier weapons, or the wreck then takes more hits, it'll turn to unrecognizable metal trash, and a unit insta-killed by a truly lethal weapon, such as the D-Gun or [=BLoD=] (Blue Laser of Death) generally leaves no remains.)



* SlapOnTheWristNuke (In the late game, nuclear missiles are cheap, plentiful and extremely powerful.)

to:

* SlapOnTheWristNuke (In SlapOnTheWristNuke: In the late game, nuclear missiles are cheap, plentiful and extremely powerful.)



* ShortRangeLongRangeWeapon (One of very, very few games then or since to feature artillery that could fire across an entire map and nukes with near-unlimited range.)
* UnitsNotToScale (Scout boats are as long as the largest tanks, and battleships are larger than any ground unit.)

to:

* ShortRangeLongRangeWeapon (One ShortRangeLongRangeWeapon: One of very, very few games then or since to feature artillery that could fire across an entire map and nukes with near-unlimited range.)
range.
* UnitsNotToScale (Scout UnitsNotToScale: Scout boats are as long as the largest tanks, and battleships are larger than any ground unit.)
unit.



* AdaptationDistillation (Some rebalancing [[GameMod mods]] and custom [=AIs=] are considered superior to the original by a number of fans.)
* AllThereInTheManual (The glossary in the manual goes into much greater detail on the science behind many of the weapons and technologies used in the game. See ShownTheirWork below.)
* AMechByAnyOtherName ("Kbots")
* ApocalypseHow (Seriously. Look at the name. The war is essentially an apocalypse of Galactic scope and severity ranging from Societal Collapse to Total Extinction with some planets suffering even Physical Annihilation; The ''Core Contingency'' ExpansionPack one-ups this with the Core plan to cause a ''Galactic Physical Annihilation'' with the only survivor being a single Core Commander, who would then [[ResetButton rebuild the entire Core civilisation]]. ''Hell'' of a contingency plan.)
* ArbitraryHeadcountLimit (Mods have expanded this limit to numbers where it no longer really matters.)

to:

* AdaptationDistillation (Some AdaptationDistillation: Some rebalancing [[GameMod mods]] and custom [=AIs=] are considered superior to the original by a number of fans.)
fans.
* AllThereInTheManual (The AllThereInTheManual: The glossary in the manual goes into much greater detail on the science behind many of the weapons and technologies used in the game. See ShownTheirWork below.)
below.
* AMechByAnyOtherName ("Kbots")
AMechByAnyOtherName: "Kbots".
* ApocalypseHow (Seriously.ApocalypseHow: Seriously. Look at the name. The war is essentially an apocalypse of Galactic scope and severity ranging from Societal Collapse to Total Extinction with some planets suffering even Physical Annihilation; The ''Core Contingency'' ExpansionPack one-ups this with the Core plan to cause a ''Galactic Physical Annihilation'' with the only survivor being a single Core Commander, who would then [[ResetButton rebuild the entire Core civilisation]]. ''Hell'' of a contingency plan.)
plan.
* ArbitraryHeadcountLimit (Mods ArbitraryHeadcountLimit: Mods have expanded this limit to numbers where it no longer really matters.)



* AuthorityEqualsAsskicking (The entire point of the Commander unit.)
* AwesomeButImpractical (Krogoth, Vulcan, Buzzsaw; explained better on that page.)

to:

* AuthorityEqualsAsskicking (The AuthorityEqualsAsskicking: The entire point of the Commander unit.)
unit.
* AwesomeButImpractical (Krogoth, AwesomeButImpractical: Krogoth, Vulcan, Buzzsaw; explained better on that page.)



** The city maps are absolutely gorgeous, but good luck trying to get a proper metal economy running without hordes of construction units reclaiming stuff left and right, at least until advanced Metal Makers can be set up.

to:

** The city maps are absolutely gorgeous, but good luck trying to get a proper metal economy running without hordes of construction units reclaiming stuff left and right, at least until advanced Metal Makers can be set up.



* BlackAndGreyMorality (Depending on your viewpoint, the war began as LaResistance vs TheEmpire, or a band of psychotic terrorists destroying great works out of futile bigoted spite. Regardless, both sides were nothing more than endless hordes of identical mindless hate-filled machines, towards the end.)

to:

* BlackAndGreyMorality (Depending BlackAndGreyMorality: Depending on your viewpoint, the war began as LaResistance vs TheEmpire, or a band of psychotic terrorists destroying great works out of futile bigoted spite. Regardless, both sides were nothing more than endless hordes of identical mindless hate-filled machines, towards the end.)



* BrainUploading (The whole war started over the Core government instituting mandatory "patterning" and the Arm faction refusing to do so.)

to:

* BrainUploading (The BrainUploading: The whole war started over the Core government instituting mandatory "patterning" and the Arm faction refusing to do so.)



* ColourCodedArmies (In the campaigns, your side is always blue and the enemy is always red, instead of each side having its own colour.)
* ColourCodedForYourConvenience: The relative power of the different types of lasers are colour coded- the very weak 'popgun' type on scout units and A.K.s are orange, light lasers are red, heavy lasers are green, and the 'energy weapon' most powerful laser is blue.
* ConstructAdditionalPylons (Justified.)

to:

* ColourCodedArmies (In ColourCodedArmies: In the campaigns, your side is always blue and the enemy is always red, instead of each side having its own colour.)
colour.
* ColourCodedForYourConvenience: The relative power of the different types of lasers are colour coded- the very weak 'popgun' type on scout units and A.K.s are orange, light lasers are red, heavy lasers are green, and the 'energy weapon' most powerful laser is blue.
blue.
* ConstructAdditionalPylons (Justified.)ConstructAdditionalPylons: Justified.



* CuteMachines (Surprisingly, being near-mindless death robots in a game about a CrapsackWorld of endless war doesn't make the infantry units any less adorable. Some of them look very boxy, specially the Core ones, but they look so merchandise-exploitable that some players don't care.)
* CutscenePowerToTheMax (Strongly averted. The (few) cutscenes unusually depict units looking and acting exactly as they do in game. The only exception is that Kbots and tanks are scaled like real infantry and tanks in the cutscenes, but like large mecha and tanks (similar in size) in the gameplay).

to:

* CuteMachines (Surprisingly, CuteMachines: Surprisingly, being near-mindless death robots in a game about a CrapsackWorld of endless war doesn't make the infantry units any less adorable. Some of them look very boxy, specially the Core ones, but they look so merchandise-exploitable that some players don't care.)
care.
* CutscenePowerToTheMax (Strongly CutscenePowerToTheMax: Strongly averted. The (few) cutscenes unusually depict units looking and acting exactly as they do in game. The only exception is that Kbots and tanks are scaled like real infantry and tanks in the cutscenes, but like large mecha and tanks (similar in size) in the gameplay).gameplay.



* DerelictGraveyard (Turned the ''entire galaxy'' into one of these.)

to:

* DerelictGraveyard (Turned DerelictGraveyard: Turned the ''entire galaxy'' into one of these.)



* EasyLogistics (Possibly Justified)

to:

* EasyLogistics (Possibly Justified)EasyLogistics: Possibly Justified.



* ExpansionPack (Two: ''The Core Contingency'' and ''Battle Tactics''. The first was a full expansion complete with campaign and dozens of new units, the second a map and mission pack.)
* FactionCalculus: ARM (Subversive) vs CORE (Powerhouse), although the differences are fairly small.

to:

* ExpansionPack (Two: ExpansionPack: Two: ''The Core Contingency'' and ''Battle Tactics''. The first was a full expansion complete with campaign and dozens of new units, the second a map and mission pack.)
pack.
* FactionCalculus: ARM (Subversive) vs CORE (Powerhouse), although the differences are fairly small.



* FragileSpeedster (Arm's Zipper K-Bot, and other units such as the Jeffy/Weasel recons, the PeeWee/A.K. scout K-Bots and the Flash/Instigator light tanks (Arm version/Core version)).

to:

* FragileSpeedster (Arm's FragileSpeedster: Arm's Zipper K-Bot, and other units such as the Jeffy/Weasel recons, the PeeWee/A.K. scout K-Bots and the Flash/Instigator light tanks (Arm version/Core version)).version).



* GameMod (Many, many mods. Many even continue to this day.)

to:

* GameMod (Many, GameMod: Many, many mods. Many even continue to this day.)



* GiantSpider (Arm, well, Spiders.)

to:

* GiantSpider (Arm, GiantSpider: Arm, well, Spiders.)



* GuiltFreeExterminationWar (Both factions use this and ''have'' to be sure they've wiped the other side out or they'll just rebuild with {{nanotechnology}}.)
* HeroicMime (Taken to extremes; neither faction's Commander has any personality to speak of, and everything else is a plain robot.[[note]]Although technically, so is the Core Commander.[[/note]])

to:

* GuiltFreeExterminationWar (Both GuiltFreeExterminationWar: Both factions use this and ''have'' to be sure they've wiped the other side out or they'll just rebuild with {{nanotechnology}}.)
{{nanotechnology}}.
* HeroicMime (Taken HeroicMime: Taken to extremes; neither faction's Commander has any personality to speak of, and everything else is a plain robot.[[note]]Although technically, so is the Core Commander.[[/note]])[[/note]].



* HopelessWar (When an entire civilisation can be built from nothing as fast as you can tear it down...)
* HumongousMecha (Depending on your scale, either everything from the infantry Kbots on up, or just the seriously big ones like the Core Sumo and Krogoth.)

to:

* HopelessWar (When HopelessWar: When an entire civilisation can be built from nothing as fast as you can tear it down...)
down...
* HumongousMecha (Depending HumongousMecha: Depending on your scale, either everything from the infantry Kbots on up, or just the seriously big ones like the Core Sumo and Krogoth.)



* InvisibleWall (Zig-zagged. You can't order units off the edge of the map, but air units will happily disappear off the edge for a moment while maneuvering.)

to:

* InvisibleWall (Zig-zagged.InvisibleWall: Zig-zagged. You can't order units off the edge of the map, but air units will happily disappear off the edge for a moment while maneuvering.)



* MeaningfulName (The planets' names):

to:

* MeaningfulName (The The planets' names):names:



* MechaMooks (Everyone except the Commanders.)
* MightyGlacier (Core Cans and Sumos.)

to:

* MechaMooks (Everyone MechaMooks: Everyone except the Commanders.)
Commanders.
* MightyGlacier (Core MightyGlacier: Core Cans and Sumos.)



* {{Nanomachines}} (Ubiquitous, used for construction, reclamation, repairing and just about everything else.)
* NoCanonForTheWicked (The Arm campaign victory was confirmed as the canon one by the story in ''The Core Contingency'')

to:

* {{Nanomachines}} (Ubiquitous, {{Nanomachines}}: Ubiquitous, used for construction, reclamation, repairing and just about everything else.)
else.
* NoCanonForTheWicked (The NoCanonForTheWicked: The Arm campaign victory was confirmed as the canon one by the story in ''The Core Contingency'')Contingency''.



* PalmtreePanic: Thalassean and Nigh Pilago.

to:

* PalmtreePanic: Thalassean and Nigh Pilago.



* RidiculouslyFastConstruction ([[JustifiedTrope Justified]].)
* RiskStyleMap (The Boneyards ranking system meta-game, until it was taken down.)

to:

* RidiculouslyFastConstruction ([[JustifiedTrope Justified]].)
RidiculouslyFastConstruction: [[JustifiedTrope Justified]].
* RiskStyleMap (The RiskStyleMap: The Boneyards ranking system meta-game, until it was taken down.)



* ShownTheirWork (The manual's glossary explains much of the technology in TA as according to real-life science. One example: the Moho Mine, which is an advanced metal extractor, is short for [[http://en.wikipedia.org/wiki/Mohorovi%C4%8Di%C4%87_discontinuity Mohorovicic Discontinuity]], which is the distance between a planet's crust and its mantle. As the manual says, the Moho Mine drills for metal at distances anywhere between 10 to 50 kilometers deep, depending on the planet. The glossary also goes into ridiculously detailed science as to how the Commander's Disintegrator Gun works and why nothing can defend against it.)
* SingleBiomePlanet (Mostly; occasionally several different styles would be used on one map to suggest climatic variations, e.g. ice + temperate + urban).

to:

* ShownTheirWork (The ShownTheirWork: The manual's glossary explains much of the technology in TA as according to real-life science. One example: the Moho Mine, which is an advanced metal extractor, is short for [[http://en.wikipedia.org/wiki/Mohorovi%C4%8Di%C4%87_discontinuity Mohorovicic Discontinuity]], which is the distance between a planet's crust and its mantle. As the manual says, the Moho Mine drills for metal at distances anywhere between 10 to 50 kilometers deep, depending on the planet. The glossary also goes into ridiculously detailed science as to how the Commander's Disintegrator Gun works and why nothing can defend against it.)
it.
* SingleBiomePlanet (Mostly; SingleBiomePlanet: Mostly; occasionally several different styles would be used on one map to suggest climatic variations, e.g. ice + temperate + urban).urban.



* SpiritualSuccessor (''VideoGame/SupremeCommander''.)

to:

* SpiritualSuccessor (''VideoGame/SupremeCommander''.)SpiritualSuccessor: ''VideoGame/SupremeCommander''.



* SpritePolygonMix (All units are polygonal, as are some projectiles like missiles, whereas the maps and other projectiles are sprite-based)
* SlidingScaleOfIdealismVersusCynicism (Although the game noticeably lacked much background material, what does exist is ''extremely'' dark, focusing as it does on the descent of a fundamentally idealistic civilisation into a civil war of utter annihilation.)

to:

* SpritePolygonMix (All SpritePolygonMix: All units are polygonal, as are some projectiles like missiles, whereas the maps and other projectiles are sprite-based)
sprite-based.
* SlidingScaleOfIdealismVersusCynicism (Although SlidingScaleOfIdealismVersusCynicism: Although the game noticeably lacked much background material, what does exist is ''extremely'' dark, focusing as it does on the descent of a fundamentally idealistic civilisation into a civil war of utter annihilation.)



* TeleportersAndTransporters (Galactic Gates. It's implied that using them consumes huge amounts of energy, making it impossible to teleport troops en masse. Hence only the Commanders are sent to conquer the enemy worlds.)

to:

* TeleportersAndTransporters (Galactic TeleportersAndTransporters: Galactic Gates. It's implied that using them consumes huge amounts of energy, making it impossible to teleport troops en masse. Hence only the Commanders are sent to conquer the enemy worlds.)



* UnderTheSea: Hydross, which has no dry land at all (though a Commander can climb onto a coral reef to surface, he cannot build on it).

to:

* UnderTheSea: Hydross, which has no dry land at all (though a Commander can climb onto a coral reef to surface, he cannot build on it).it.



* WeaponOfMassDestruction (The nukes, obviously, but the expansion pack's plot revolves around a plot by the remnants of the Core to destroy THE ENTIRE GALAXY with their appropriately named Galactic Implosion Device, which appropriately is the biggest structure in the game by a long way)
* WeCannotGoOnWithoutYou: In skirmish and multiplayer games, you have the option to set whether destroying one player's Commander takes the entire side with it, or not. The latter seems to be the 'canon' option, as destroying the enemy Commander in the last campaign mission does not take everything else with it.
* WeHaveReserves (Neither side attach any importance to the lives of its individual units; the Arm clone all their pilots, the Core can simply download another copy of the pattern.)

to:

* WeaponOfMassDestruction (The WeaponOfMassDestruction: The nukes, obviously, but the expansion pack's plot revolves around a plot by the remnants of the Core to destroy THE ENTIRE GALAXY with their appropriately named Galactic Implosion Device, which appropriately is the biggest structure in the game by a long way)
way.
* WeCannotGoOnWithoutYou: In skirmish and multiplayer games, you have the option to set whether destroying one player's Commander takes the entire side with it, or not. The latter seems to be the 'canon' option, as destroying the enemy Commander in the last campaign mission does not take everything else with it.
it.
* WeHaveReserves (Neither WeHaveReserves: Neither side attach any importance to the lives of its individual units; the Arm clone all their pilots, the Core can simply download another copy of the pattern.)



* VariableMix: This was performed by switching music tracks on the CD. This resulted in a jarring transition whenever you entered or left combat. In addition, the version before any patches were applies would always select the first music track, which cut down on variety.

to:

* VariableMix: This was performed by switching music tracks on the CD. This resulted in a jarring transition whenever you entered or left combat. In addition, the version before any patches were applies would always select the first music track, which cut down on variety.



* WhatMeasureIsANonHuman (The whole thing started because the Arm considered patterning too "inhuman".)
* YouRequireMoreVespeneGas (The game had an original ResourceGathering system where players had both an income and expenditure flow of metal and energy.)

to:

* WhatMeasureIsANonHuman (The WhatMeasureIsANonHuman: The whole thing started because the Arm considered patterning too "inhuman".)
"inhuman".
* YouRequireMoreVespeneGas (The YouRequireMoreVespeneGas: The game had an original ResourceGathering system where players had both an income and expenditure flow of metal and energy.)



* ZergRush (Arm's "Flash" Light Tank is the staple unit for one of these, offering a very nice balance cost, speed and firepower).

----

to:

* ZergRush (Arm's ZergRush: Arm's "Flash" Light Tank is the staple unit for one of these, offering a very nice balance cost, speed and firepower).

----
firepower.

----

Added: 34791

Changed: 539

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Namespacing.


[[redirect:TotalAnnihilation]]

to:

[[redirect:TotalAnnihilation]]->''What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fuelled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.''
-->--'''[[http://youtube.com/watch?v=k6mZZiI4ShQ Intro]]'''

Released in 1997, ''Total Annihilation'' is a science fiction RealTimeStrategy game created by Chris Taylor and CavedogEntertainment. Pioneering game elements such as 3d models for units, terrain with a 3d heightmap, and strategic warfare on a scale simply not seen before, TA won dozens of awards at its release and is still considered by many critics to be one of the finest examples of the RTS genre.

The war between Arm and Core began over the process known as "patterning", a technology that [[BrainUploading allowed the transfer of the human mind into machines untouched by disease or pain.]] The Core government, acting according to the will of the majority of its citizens, moved towards universal patterning, and backed up copies of all patterned minds into a central database on the world of Paradise.

A small group of soldiers rebelled against patterning and the rejection of humanity they associated with it. They founded the Arm, a significant minority of militaristic hardliners utterly opposed to patterning. Around this time, the central pattern repository of the Core formed itself into a single vast intelligence, known as Central Consciousness, which took control of the benevolent Core government and instituted mandatory patterning for all. War became inevitable. Principles were at stake. There could be no surrender.

''Total Annihilation'', then, is set at the very end of a vast galactic civil war that has utterly destroyed the once-great Arm and Core civilisations. Advanced resource extraction, transmutation and construction technology have allowed entire worlds to be stripped bare and turned into war machines in a matter of ''days'', entire worlds built up and torn down again and again. The Core's mass-duplication of patterns to be downloaded into war machines was countered by a mass cloning programme by the Arm, creating endless armies of identical and utterly disposable combat units; there are no such things as civilians, there is no such thing as peace. The very reasons for the conflict have been largely forgotten over four millennia of hyper-efficient industrial warfare. Only the shattered military remnants of Core and Arm survive, still bitterly fighting over a ruined galaxy, reducing worlds to nothing but barren graveyards of broken machines.

TA, despite advanced graphics (for the time), massive critical acclaim, unique gameplay and ground-breaking technical brilliance, was never hugely popular (it had the misfortune of being released around the same time as ''StarCraft'') and is largely forgotten today. Its limited success is largely blamed on the game lacking the background material, storyline and character of its competitors. TA is often considered one of the most underrated games of all time.

It is also one of the most ''moddable'' games of all time. It was designed from the beginning to have additional units available for download after release, so adding new units or altering existing ones is relatively easy. ''Total Annihilation'' fandom and player-made mods still cling to life more than a decade after the game's release, though most have migrated to its SpiritualSuccessor, ''VideoGame/SupremeCommander'' and the unofficial freeware game ''{{Spring}}'' (which can use ''TotalAnnihilation'' content - though the engine has since progressed so far that you need a lot of tweaking to get it working perfectly, and it'll be graphically sub-par compared to all the other games/mods on the engine - some of whom rival retail games in quality).

Before ''VideoGame/SupremeCommander'', there was the ill-fated follow-up ''TotalAnnihilationKingdoms'', which used the same game engine in a magic-fantasy setting with four (then five) sides rather than two. Never as popular as the original, and the producer Cavedog went belly-up not long after the release of its ExpansionPack, ''The Iron Plague''. However, ''Kingdoms'' enjoyed the same modding community as ''TotalAnnihilation'', indeed to ludicrous levels at times.

Another SpiritualSuccessor titled ''VideoGame/PlanetaryAnnihilation'' has arisen on Kickstarter, this time upping the ante by taking the RTS genre to a '''[[InSpace galactic]]''' scale.

Additionally, Chris Taylor has been reunited with Total Annihilation courtesy Wargaming.net. The possibility of a new, ''official'' Total Annihilation seems fairly likely.

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The game notably managed to avoid a number of tropes and AcceptableBreaksFromReality standard to the RealTimeStrategy genre. These include:
* BottomlessMagazines (Justified, as transmutation and mass-replicating is commonplace. The more powerful units and structures require seriously high amounts of energy to fire their weapons. In some of these cases, merely ''moving'' a heavy unit will drain energy, though this is usually offset by the fact that the unit in question also produces enough energy to balance out the drain.)
* CripplingOverspecialisation ("Rock versus rock". Any gun can hit anything. An insanely lucky shot from a mortar, for instance, can destroy a stealth fighter flying at top speed.)
** Construction units can reclaim anything that's not the ground itself or flying, which can act as an improvised weapon.
*** Commanders can also capture enemy units, allowing them to instead rally an improvised army of turncoats, assuming they survive long enough to complete the capture.
* DamageDiscrimination
** More to the point, if you order your units to fire at one of your own, then many of these shots will fly through it (rockets and missiles, sometimes also artillery fire, in case of smaller units) instead of hitting them. In case of gravity-affected weaponry (and everything else as well, if the terrain is rough and you are unlucky) it will hit the ground just behind them, however, and you can hurt your own units with splash damage.
* DoNotRunWithAGun (Everything can move and fire, though often with reduced accuracy.)
** Almost everything. A few units cannot.
* EverythingFades (Units leave wreckage, depending on how much base health the unit had and how powerful the weapon that finished it was. A medium tank destroyed by a rapid-fire light laser will leave a wreck resembling it with a similar metal content to the original unit; if it was killed by larger, heavier weapons, or the wreck then takes more hits, it'll turn to unrecognizable metal trash, and a unit insta-killed by a truly lethal weapon, such as the D-Gun or [=BLoD=] (Blue Laser of Death) generally leaves no remains.)
** The wreckage can also be reclaimed by construction units and, with later patch units, ''resurrected''.
* FriendlyFireproof: Just about completely averted; it's quite possible to massacre your own troops through mishandling of artillery or failure to properly use terrain.
* MagicTool: Justified by the backstory explanation of the nanolathe technology.
* PaletteSwap: In the sense of the different planets. RTS games of the time such as ''WarcraftII'' and ''CommandAndConquer'' tended to have different terrain styles such as forest or winter, but this made no difference to the gameplay. By contrast, TA introduced planets with lava oceans (or mist chasms between continents) where ships cannot be built (Barathrum and Temblor), planets with acid oceans that eat away at everything except hovercraft (Kral), planets made of metal so the normally limiting resource of metal is easily obtained (Core Prime) and so forth, changing the style of gameplay required for them. Also, each planet has a different level of metal deposits, metal in the regular ground, geothermal vents, wind velocity for wind turbines and life forms that can be reclaimed for energy.
* SlapOnTheWristNuke (In the late game, nuclear missiles are cheap, plentiful and extremely powerful.)
** However, due to the scale, it can still be a drop in an ocean. Some community made nukes are/were several times as powerful as the original nukes, making the small ones look weak. Against lategame CPU with 10000 unit limit, you need several nuke facilities constantly making and firing nukes to see any effect.
* ShortRangeLongRangeWeapon (One of very, very few games then or since to feature artillery that could fire across an entire map and nukes with near-unlimited range.)
* UnitsNotToScale (Scout boats are as long as the largest tanks, and battleships are larger than any ground unit.)

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!!Tropes employed:

* AbsentAliens: [[JustifiedTrope Justified]], since the war had virtually destroyed the galaxy.
** ''The Core Contingency'' expansion further justifies this: non-sapient alien life-forms appear in the form of Sea Serpents (indigenous creatures to planet Hydross) and Scorpions (cybernetic constructs created by the same [[{{Precursors}} long-vanished aliens]] who built the [[MacGuffin beacon at the galaxy's edge]]). The first thing both the Arm and the Core do when encountering these aliens is to target them for destruction. Though the Arm consider the extermination of the Sea Serpents "regrettable", and their reason for destroying the Scorpions is because they may carry alien contaminants that could damage the galaxy ([[FridgeLogic never mind the fact that they have been on Lusch for several million years with no ill effects]]). The Core destroy both creatures because they are [[ForTheEvulz in the way.]]
* ActionBomb: Arm Invaders and Core Roaches.
* AdaptationDistillation (Some rebalancing [[GameMod mods]] and custom [=AIs=] are considered superior to the original by a number of fans.)
* AllThereInTheManual (The glossary in the manual goes into much greater detail on the science behind many of the weapons and technologies used in the game. See ShownTheirWork below.)
* AMechByAnyOtherName ("Kbots")
* ApocalypseHow (Seriously. Look at the name. The war is essentially an apocalypse of Galactic scope and severity ranging from Societal Collapse to Total Extinction with some planets suffering even Physical Annihilation; The ''Core Contingency'' ExpansionPack one-ups this with the Core plan to cause a ''Galactic Physical Annihilation'' with the only survivor being a single Core Commander, who would then [[ResetButton rebuild the entire Core civilisation]]. ''Hell'' of a contingency plan.)
* ArbitraryHeadcountLimit (Mods have expanded this limit to numbers where it no longer really matters.)
** Interestingly, the game in it's original state had an ArbitraryHeadcountLimit of 250, while it supported 256 different units. The game could be brought to a point where even if you made only one of every kind, you still couldnt make them all.
* {{Arcadia}}: Empyrrean.
* AuthorityEqualsAsskicking (The entire point of the Commander unit.)
* AwesomeButImpractical (Krogoth, Vulcan, Buzzsaw; explained better on that page.)
** The Annihilator Cannons are the best laser weapons in the game, but they are only used by advanced point defense turrets. There are three units that use them, Arm's Penetrator and Shooter and the Core Krogoth, all of which are also impractical.
** The city maps are absolutely gorgeous, but good luck trying to get a proper metal economy running without hordes of construction units reclaiming stuff left and right, at least until advanced Metal Makers can be set up.
* ArtificialStupidity: The pathfinding leads a lot to be desired at times, and the "stock" AI is not very competent in sea or air arenas.
** The stock AI is almost comically inept at dealing with Tier 1 rushes, as a small number of light units can easily assassinate its Commander(s) in the opening minutes of a Skirmish (where all players only start with their Commanders).
** The stock AI is comically inept at '''everything'''. It'll build random units without keeping note of what it's making, send constructors to make resource gatherers in the middle of your base, build few defenses placed in a completely nonsensical way, and even do dumb things like construct buildings so close together that the factories can't get their units out. And when it's done all that, it'll display a complete lack of tactics by simply sending its units against your closest position - even if it happens to be on the other side of a river, and most of its units aren't amphibious. No wonder mods came out that attempted to fix the AI.
** A stupid AI is still a dangerous AI. If you fiddle around for TOO long and don't attack, the enemy will eventually build up to a point that it can keep sending units upon units at you non-stop, making the current mission almost impossible to win.
* BackFromTheBrink: Both campaigns begin with an enemy attack on your side's last planet.
** The Core Campaign in the expansion is even more so, since you start out with not only the last Core Commander, but the only Core left in the galaxy.
* BlackAndGreyMorality (Depending on your viewpoint, the war began as LaResistance vs TheEmpire, or a band of psychotic terrorists destroying great works out of futile bigoted spite. Regardless, both sides were nothing more than endless hordes of identical mindless hate-filled machines, towards the end.)
* {{BFG}}: Both sides' long-range artillery pieces, the Big Bertha and Intimidator. Their rapid-fire superweapon versions, the Vulcan and Buzzsaw. And then there's the Arm's Annihilator, nicknamed "The Blue Laser of Death".
* BrainUploading (The whole war started over the Core government instituting mandatory "patterning" and the Arm faction refusing to do so.)
* CloneArmy: The Arm's troops are clones while the Core's are robots with uploaded human minds. Or at least the Commanders are, the ordinary units could be just robots.
* ColourCodedArmies (In the campaigns, your side is always blue and the enemy is always red, instead of each side having its own colour.)
* ColourCodedForYourConvenience: The relative power of the different types of lasers are colour coded- the very weak 'popgun' type on scout units and A.K.s are orange, light lasers are red, heavy lasers are green, and the 'energy weapon' most powerful laser is blue.
* ConstructAdditionalPylons (Justified.)
* CosmeticallyDifferentSides: For the most part. Arm units tend to be cheaper, faster and less tough than their Core counterparts, and their exact weapons differ slightly (Core likes lasers, Arm likes energy machine guns). Prior to the Core Contingency add-on including a few more, very few units were unique:
** Arm has the all-terrain Fido walker armed with a Gauss cannon, while Core's corresponding unit is the MightyGlacier "The Can" Kbot.
** Arm has the all-terrain, stunner-armed Spider walker, while Core has the Goliath supertank (which renders the Core's Reaper ''heavy'' tank, equivalent to Arm's Bulldog, somewhat superfluous).
** Arm has the Annihilator defence turret, a long-range, powerful 'blue laser of death'. Core has the Doomsday Machine, which is much shorter-ranged but has all three types of lasers firing together.
** This trope is subverted by the game's basic units. As mentioned, Arm likes energy machineguns and Core likes light lasers, but the lasers are very precise and fairly slow to fire, while the machineguns are scattershot-type weapons. This results in Arm Peewees pelting their target with as many shots as they can not caring about precise aiming, while Core [=AKs=] waste time trying to line up aimed shots with their lasers. Result: Arm basic units [[CurbStompBattle curb-stomp]] Core ones with frightening ease.
* [[CrapsackWorld Crapsack Galaxy]]: As so efficiently conveyed by the intro.
* CriticalExistenceFailure: Justified [[AllInTheManual in the manual]] by having every unit covered in heavy armor that is several times more durable, but has no middle-ground between "undamaged" and "exploded". This is only visually averted by damaged units emitting light smoke and dark smoke.
* CuteMachines (Surprisingly, being near-mindless death robots in a game about a CrapsackWorld of endless war doesn't make the infantry units any less adorable. Some of them look very boxy, specially the Core ones, but they look so merchandise-exploitable that some players don't care.)
* CutscenePowerToTheMax (Strongly averted. The (few) cutscenes unusually depict units looking and acting exactly as they do in game. The only exception is that Kbots and tanks are scaled like real infantry and tanks in the cutscenes, but like large mecha and tanks (similar in size) in the gameplay).
* DeadlyEuphemism: One of the most effective tactics is to use radar targeting to bring down enemy buildings with a long-range missile launcher unit. The name of the Core version of this unit? ''The Diplomat''.
* DeathOfAThousandCuts: particularly loved by Arm, who have several units with machine guns that fire weak pellets but spam so many of them that, given enough shooters, the receiving party ''will'' eventually succumb.
* DerelictGraveyard (Turned the ''entire galaxy'' into one of these.)
** [[MeaningfulName Dump]], the moon of Core Prime, was used as a landfill by the Core for thousands of years. All about the map, you'll find wrecks of everything from units to structures.
** Tergiverse IV is a desert world with no sea, but was formerly a water world before all the water was drained by the Core and used for industrial applications. You can still find incongruous shipwrecks in the middle of the desert.
* DisintegratorRay: The Commander's D-Gun (in fact, that's what it stands for). One absolute in the game is that the D-Gun is completely unstoppable (by units, at least) and can take out ''anything'' in one shot, even a Krogoth.
** Not even land can stop it, it will go through any obstacle until reaching its maximum range (which is quite short).
* EasyLogistics (Possibly Justified)
* EnemyExchangeProgram
* EverythingTryingToKillYou: Some worlds are subject to earthquakes (Temblor particularly) and meteor or ice showers (Rougpelt, Gelidus) which hamper your ability to build bases even without enemy action. The Core Contingency missions add hostile alien life forms to this such as the Scorpions on Lusch.
* ExcusePlot: Early in development, the two sides were the [[SillyReasonForWar Rounds (who were cloned in round test tubes) versus the Squares (who were cloned in square tubes)]].
* ExpansionPack (Two: ''The Core Contingency'' and ''Battle Tactics''. The first was a full expansion complete with campaign and dozens of new units, the second a map and mission pack.)
* FactionCalculus: ARM (Subversive) vs CORE (Powerhouse), although the differences are fairly small.
* FakeDifficulty: The planet Rougpelt is periodically bombarded by meteor showers which are devastating enough to destroy everything caught in them. This leads to much frustration when they destroy the base you worked so hard to build, or when they destroy a mission critical capture target that the computer isn't smart enough to repair.
** That affects the AI's game too. It's to a lesser extent, as an AI typically spreads their base out much more than a human player might (unlike also the tightly-packed bases which VideoGame/SupremeCommander incentives with the synergy system), but timing your own attack with the end of a shower at ''their'' base is a fair and useful tactic. The trope plays out another way on the same planet in missions which involve vast numbers of "asleep" groups of enemy units scattered throughout a map which "wake" and become aggressive upon taking damage. This device is used throughout the campaign to allow the player time to prepare before attacking and to encourage players to explore the whole map (most missions require you to destroy all enemy units, so you have to find them; they won't attack you). It's a problem in the Rougpelt campaign because ''meteor showers'' activate these enemies too by causing damage. On the last Rougpelt mission in the Core Campaign, an early meteor shower on Hard can see your commander and anything you'd tried to build be wiped in 40 seconds.
* FleshVersusSteel
* ForeverWar: Pretty much the archtypical example of the trope.
* FragileSpeedster (Arm's Zipper K-Bot, and other units such as the Jeffy/Weasel recons, the PeeWee/A.K. scout K-Bots and the Flash/Instigator light tanks (Arm version/Core version)).
* FrickinLaserBeams: Used by both sides, but especially the Core.
* FunWithAcronyms: "Kbot" stands for "'''K'''inetic '''B'''io '''O'''rganic '''T'''echnology". Although often spelled with capitals, ARM and CORE are not examples--they refer to the fact that the two factions' power bases are in a spiral arm versus the core of the galaxy.
* GameMod (Many, many mods. Many even continue to this day.)
* GatlingGood: The Vulcan and Buzzsaw weapons are Gatling versions of the Big Bertha and Intimidator superguns, whose shells are powerful enough to destroy entire buildings! However this is also a case of AwesomeButImpractical, as the Gatling versions have a slightly shorter range and consume insane amounts of power when they fire.
* GhostCity: Urban maps, which consist of ruined cities with derelict buildings and streets clogged with wrecked cars.
* GiantSpider (Arm, well, Spiders.)
** The fan-made Cyberoth plays the "giant" part by being among the biggest mechs in any mod or custom unit. This is to be expected, as its creation was inspired by the Monkeylord in Supreme Commander.
* GreenHillZone: Empyrrean.
* GuiltFreeExterminationWar (Both factions use this and ''have'' to be sure they've wiped the other side out or they'll just rebuild with {{nanotechnology}}.)
* HeroicMime (Taken to extremes; neither faction's Commander has any personality to speak of, and everything else is a plain robot.[[note]]Although technically, so is the Core Commander.[[/note]])
* HoistByHisOwnPetard: In both campaigns, the protagonists use the enemy's own Galactic Gates to launch a counterattack and reverse the course of the war.
* HopelessWar (When an entire civilisation can be built from nothing as fast as you can tear it down...)
* HumongousMecha (Depending on your scale, either everything from the infantry Kbots on up, or just the seriously big ones like the Core Sumo and Krogoth.)
* {{Invisibility}}: In the original game only the Commanders were capable of cloaking, and this is usually only feasible if they are standing still--the cloaking device absorbs exponentially more power if they start moving, and you need the late-game energy production buildings to supply that power.
** The expansion pack adds cloakable spy kbots and a cloakable version of the Fusion Reactor (although activating the cloak uses up most of its own power, so it can't be left cloaked all the time).
* InvisibleWall (Zig-zagged. You can't order units off the edge of the map, but air units will happily disappear off the edge for a moment while maneuvering.)
* JungleJapes: Lusch.
* LethalLavaLand: Barathrum.
* LightningGun: Used by the Arm Zeus K-Bot and Panther Tank.
* LostTechnology: Commanders and Galactic Gates, both said to be "technology level 10" (everything else is 1, 2, or 3) are implied to be this. It would make sense, as even the opening narration states that what remains now are mere remnants of the original ARM and CORE.
* MadeOfIron: The Core's "The Can" and Sumo units.
* MeaningfulName (The planets' names):
** '''Aegis''': Empyrrean's moon, called its 'guardian', and the Core has to fight its way through it to reach the Gate to Empyrrean - Aegis is a Greek word for a type of shield.
** '''Barathrum''': Boiling lava seas and dead rocky ground - a Latin name for Hell or the Abyss.
** '''Empyrrean''': The green and paradise-like Arm homeworld is a variant spelling of ''Empyrean'', the highest heaven and abode of God in Christian theology (e.g. the DivineComedy).
** '''Gelidus''': An ice world, named after the Latin word for 'frozen'.
** '''Hydross''': A totally water-covered world, named for the Greek word for water.
** '''Lusch''': A jungle planet whose name is a Germanic-sounding corruption of 'lush'.
** '''Rougpelt''': The 'roug-' suggests 'red', and Rougpelt is indeed a red world (early game documentation suggests it was based on Mars). The 'pelt' comes from the fact that the planet is constantly ''pelted'' by meteor showers. Which can really ruin your day.
** '''Thalassean''': A sea world, named for the Greek word for sea.
** '''Tergiverse IV''': Possibly an IncrediblyLamePun. "Tergiverse" in Latin means to 'desert' in the sense of abandonment, and the planet was 'desertified' in the sense of having all its water drained and being turned into a desert world. And it's also possible that it was supposed to be drained of resources and abandoned from the very beginning, which would mark it as disposable.
** '''Temblor''': An American Spanish word for 'earthquake', which Temblor is afflicted by.
** By contrast, the name of the Core homeworld and its moon - Core Prime and Dump - are very blunt and direct, reflecting the machine nature of their inhabitants.
* MechaMooks (Everyone except the Commanders.)
* MightyGlacier (Core Cans and Sumos.)
* MohsScaleOfScienceFictionHardness: Pretty hard for an RTS setting. See ShownTheirWork below.
* MoreDakka: Energy Machine Gun units (like the Peewee kbot and Flash tank) and the Gatling superguns mentioned under GatlingGood. The Arm's Phalanx flak unit was formerly one of these due to a [[GoodBadBugs Good Bad Bug]], but its rate of fire was slowed in a patch.
* NamesToRunAwayFromReallyFast: Several units' names, most often on the Core side. As usual, the Krogoth stands out.
* {{Nanomachines}} (Ubiquitous, used for construction, reclamation, repairing and just about everything else.)
* NoCanonForTheWicked (The Arm campaign victory was confirmed as the canon one by the story in ''The Core Contingency'')
* NoNameGiven: Two Core units' names were accidentally missed from the game files so they are identified in-game by their unit type description instead ("Mobile Artillery" and "Missile Frigate", the equivalent of the Arm's Lugar and Ranger respectively). Apparently the real names were supposed to be "Pillager" and "Hydra".
* NuclearOption: [[StuffBlowingUp OH]] [[DeathFromAbove HELL]] [[SoCoolItsAwesome YES]]. Nukes, combined with long-range radar, are a GameBreaker if your opponent doesn't have anti-missile defense systems.
** And usually, in the computer's case, they won't even bother to build any missile defense systems, or even their own nukes.
* OmnicidalManiac: Subverted in ''The Core Contingency'', where the Core remnant plans to destroy the entire galaxy, but in a way that would leave their Commander free to begin again with the resulting new, empty galaxy.
* OpeningNarration
* PalmtreePanic: Thalassean and Nigh Pilago.
* PlanetLooters
* PortalNetwork: The Galactic Gates work like this. The two campaigns see the player jumping between the different planets in sequence, the Arm starting at Empyrrean and working their way to Core Prime and the Core doing the reverse - but not necessarily by the same route as the sequence of Gates they capture is different.
* RealLifeWritesThePlot: Chris Taylor chose a futuristic setting with robots because the game's engine wasn't yet sophisticated enough to handle realistic-looking human troops, risking the UncannyValley. Perfecting the engine made this possible, leading to ''TotalAnnihilationKingdoms''.
* RealTimeStrategy
* RidiculouslyFastConstruction ([[JustifiedTrope Justified]].)
* RiskStyleMap (The Boneyards ranking system meta-game, until it was taken down.)
* RoaringRampageOfRevenge: In a mission late in the ARM Campaign, the CORE decides to capture and torture a number of ARM units. The ARM does not take this well.
* RobotWar
* SeaMonster: The fire-breathing Serpents of Hydross in the ''Core Contingency'' campaign.
* SeparateButIdentical: Subverted. There are small differences when playing each side, even though the overall unit selection is largely identical. Arm focuses more on FragileSpeedster, so their units are faster with less armor, and they outright have better level 1 units (for zerging). Their level 3 superweapons are also better. The Core is MightyGlacier, so better armored but slower units, and their level 2 ones are stronger than Arm. They also have better range on their artillery.
** Arm as a whole tends to favor conventional ordnance and rapid-fire weapons while Core favors slower but more damaging weapons and FrickinLaserBeams.
* ShiftingSandLand: Tergiverse IV, though it's actually a variant on the usual desert world setup as it used to be a water world before the Core drained all the water.
* ShownTheirWork (The manual's glossary explains much of the technology in TA as according to real-life science. One example: the Moho Mine, which is an advanced metal extractor, is short for [[http://en.wikipedia.org/wiki/Mohorovi%C4%8Di%C4%87_discontinuity Mohorovicic Discontinuity]], which is the distance between a planet's crust and its mantle. As the manual says, the Moho Mine drills for metal at distances anywhere between 10 to 50 kilometers deep, depending on the planet. The glossary also goes into ridiculously detailed science as to how the Commander's Disintegrator Gun works and why nothing can defend against it.)
* SingleBiomePlanet (Mostly; occasionally several different styles would be used on one map to suggest climatic variations, e.g. ice + temperate + urban).
* SlippySlideyIceWorld: Gelidus.
* SpiritualSuccessor (''VideoGame/SupremeCommander''.)
** And now ''VideoGame/PlanetaryAnnihilation''.
* SpritePolygonMix (All units are polygonal, as are some projectiles like missiles, whereas the maps and other projectiles are sprite-based)
* SlidingScaleOfIdealismVersusCynicism (Although the game noticeably lacked much background material, what does exist is ''extremely'' dark, focusing as it does on the descent of a fundamentally idealistic civilisation into a civil war of utter annihilation.)
* StarfishAliens
* StunGun: The Arm Spider unit is armed with one. Somewhat a case of WhatKindOfLamePowerIsHeartAnyway, because the point of the Spider is that it can scale even the steepest terrain, but you need a way to get other units over it anyway if you want to do more than stun the enemy when you get there. It can, however, be effectively used to stop the slowest (and thus heaviest) reinforcements from arriving into the battle, and often that's enough to move the equilibrium.
** Using the Spider to stun a unit for capture is actually a great way to get the opposing side's technology!
* SuperPersistentMissile: More so than in most RTSs, anyway. Particularly noticeable if you fly a super-fast Peeper or Fink spy plane over the top of a load of enemy missile units.
* TeleportersAndTransporters (Galactic Gates. It's implied that using them consumes huge amounts of energy, making it impossible to teleport troops en masse. Hence only the Commanders are sent to conquer the enemy worlds.)
** The manual outright states that tremendous amounts of energy are needed merely to open a Gate: it has to be charged up for ''weeks'' before it can be activated, and considering the amount of energy that these civilizations are capable of producing, that's saying something. In addition to the energy limitation, the Gate collapses as soon as a few thousand kilos pass through it, which makes it most cost-effective to send a Commander through most of the time.
** The official strategy guide mentions that Galactic Gates are technology level 10, like Commanders (everything else is 1, 2 or 3) which also implies that they are a LostTechnology that can no longer be built--explaining why it's so important to capture them intact in-game.
* TitleDrop: Subverted at the end of the intro, which explains ''why'' the game is called that (because the war between the Core and the Arm is a fight to the death, it must be a war to the '''total annihilation''' of one side or the other) but uses the synonymous phrase 'complete elimination' instead.
* UnderTheSea: Hydross, which has no dry land at all (though a Commander can climb onto a coral reef to surface, he cannot build on it).
* UnstableEquilibrium
* UselessUsefulStealth
* WeaponOfMassDestruction (The nukes, obviously, but the expansion pack's plot revolves around a plot by the remnants of the Core to destroy THE ENTIRE GALAXY with their appropriately named Galactic Implosion Device, which appropriately is the biggest structure in the game by a long way)
* WeCannotGoOnWithoutYou: In skirmish and multiplayer games, you have the option to set whether destroying one player's Commander takes the entire side with it, or not. The latter seems to be the 'canon' option, as destroying the enemy Commander in the last campaign mission does not take everything else with it.
* WeHaveReserves (Neither side attach any importance to the lives of its individual units; the Arm clone all their pilots, the Core can simply download another copy of the pattern.)
** Unless you count the Arm campaign mission 'Vengeance!', where the whole mission is just to take a great big bunch of premade troops and [[RoaringRampageOfRevenge charge around obliterating]] [[CrowningMomentOfAwesome all the Core units on the map]] for capturing and torturing some of your guys to death.
* VariableMix: This was performed by switching music tracks on the CD. This resulted in a jarring transition whenever you entered or left combat. In addition, the version before any patches were applies would always select the first music track, which cut down on variety.
* VerticalKidnapping: The air transport units can grab enemy units as well as transporting your own. One quick-victory tactic used in multiplayer is to quickly build one, send it over to the enemy base and snatch their Commander before they have any anti-air defences.
** You can also use this trick to capture constructor units and get the opposing side's technology.
* WalkDontSwim: The Commanders, the ActionBomb units Invader and Roach, the Triton and Crock amphibious tanks, and Core's [[UnfortunateNames Gimp]] amphibious Kbot. The Arm's equivalent to the last does in fact 'swim' on the surface rather than walking on the seabed.
* WhatMeasureIsANonHuman (The whole thing started because the Arm considered patterning too "inhuman".)
* YouRequireMoreVespeneGas (The game had an original ResourceGathering system where players had both an income and expenditure flow of metal and energy.)
** Thankfully, both resources are infinite. The only annoying problem is when usage outstrips production and you run out of one resource during construction.
* YourSizeMayVary: As noted above, the only difference between the cutscenes and in-game is that the Kbots are scaled differently. The objective scale of the units is hard to define due to the absence of anything to measure it against, but the expansion pack adds urban maps with the wrecks of futuristic cars: if these are similar in size to our contemporary ones, even the smallest Kbots in the game would qualify as HumongousMecha.
* ZergRush (Arm's "Flash" Light Tank is the staple unit for one of these, offering a very nice balance cost, speed and firepower).

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