1 | A list of tropes related to {{Strategy Game}}s. |
2 | |
3 | [[index]] |
4 | * ACommanderIsYou \ |
5 | Describing the different types of factions that appear in strategy games. |
6 | * AfterActionReport \ |
7 | A type of FanFiction for strategy games that involves a blow-by-blow description of a mission or campaign. |
8 | * AIGeneratedEconomy \ |
9 | The computer controls the economy of the game's world. |
10 | * AllSwordsAreTheSame \ |
11 | All weapons of a specific type will look and play exactly the same. |
12 | * AntiAir \ |
13 | An attack, weapon, munition, ability, etc. that is really effective against flying enemies. |
14 | * AntiArmor \ |
15 | An attack, weapon, munition, ability, etc. that is really effective against armored enemies. |
16 | * AntiCavalry \ |
17 | An attack, weapon, munition, ability, etc. that is really effective against mounted enemies. |
18 | * AntiInfantry \ |
19 | An attack, weapon, munition, ability, etc. that is really effective against enemies on foot. |
20 | * AntiStructure \ |
21 | An attack, weapon, munition, ability, etc. that is really effective against enemy structures. |
22 | * AntiVehicle \ |
23 | An attack, weapon, munition, ability, etc. that is really effective against enemy vehicles. |
24 | * ArbitraryHeadcountLimit \ |
25 | Arbitrary requirement that stops you from having too many characters in a party or unit. |
26 | * AreaOfEffect \ |
27 | Attacks that hit a wide area, rather than a specific target. |
28 | * ArmorPiercingAttack \ |
29 | An attack, weapon, or munition that rips through the armor or special [[LuckilyMyShieldWillProtectMe shield]] that your enemies wear. |
30 | * BaselessMission \ |
31 | A mission that does not provide you with a base in strategy games where bases are generally required. |
32 | * CivilWarcraft \ |
33 | A contrived battle where you fight your own side. |
34 | * ColourCodedArmies\ |
35 | Units are colour coded so the player can tell their units from the enemy's. |
36 | * ConstructAdditionalPylons \ |
37 | In RealTimeStrategy games, having to build a base to churn out units right on the battlefield. |
38 | * CommandAndConquerEconomy \ |
39 | Nothing ever gets built unless the player specifically orders it. |
40 | * CosmeticallyDifferentSides \ |
41 | Although both sides in a battle may be from vastly different technologies, their statistics and attacks will be exactly the same. |
42 | * CripplingOverspecialization \ |
43 | Units are so specialized that they are completely useless against units that fall outside their specialty. |
44 | * DamageIsFire \ |
45 | Whenever a structure is damaged, it's shown as being on fire. |
46 | * DefenselessTransports \ |
47 | For game balance, units that carry other units have no weapons of their own. |
48 | * DefogOfWar \ |
49 | Lessens the obscurity of FogOfWar. |
50 | * DualModeUnit \ |
51 | A unit that has two different functions that can be switched between. |
52 | * EasyCommunication \ |
53 | Once you issue an order, it will be carried out instantly without having to go through any channels. |
54 | * EasyLogistics \ |
55 | You don't need to worry about feeding your troops or keeping up supplies - that all happens automatically. |
56 | * EnemyExchangeProgram \ |
57 | Capture an enemy base, and churn out your own enemy units! |
58 | * FactionCalculus \ |
59 | Describing the different dynamics of a strategy game depending on the number of factions involved. |
60 | * FirewoodResources \ |
61 | Resource icons/sprites are simplified at the cost of scale and accuracy. |
62 | * FogOfWar \ |
63 | You can only see the parts of the map where you have units. |
64 | * GarrisonableStructures \ |
65 | Structures that allow units to take cover. |
66 | * GeoEffects \ |
67 | Terrain affects tactics. |
68 | * HardCodedHostility \ |
69 | A faction which cannot be negotiated with and is perpetually at war with every other faction. |
70 | * HeroMustSurvive \ |
71 | One of your units is a NPC that must not be allowed to die. |
72 | * HeroUnit \ |
73 | A ([[RankScalesWithAsskicking usually very powerful]]) unit that represents the PlayerCharacter or other important character in the game's storyline. |
74 | * HoldTheLine \ |
75 | A mission where you have to prevent the enemy completing their objective before time runs out. |
76 | * InstantMilitia \ |
77 | An option to convert your workers into basic fighters. |
78 | * MagicTool \ |
79 | A universal hand tool whose user can magically fix any machine or structure simply by waving it at the target from close range. |
80 | * MercenaryUnits \ |
81 | Special units that are "hired" instead of "trained" or "built". |
82 | * NeutralsCrittersAndCreeps \ |
83 | These entities hinder both player armies and enemy factions. |
84 | * NonEntityGeneral \ |
85 | The player is a general or commander in a strategy game who may not actually even exist. |
86 | * ProtectionMission \ |
87 | Protect a stationary object from enemy attack. |
88 | * ReinventingTheWheel \ |
89 | You need to purchase "upgrades" to capabilities in each campaign, even if your forces already had it in the last one. |
90 | * ResourceGatheringMission\ |
91 | The main focus is gathering a certain amount of resources instead of destroying the enemy. |
92 | * RidiculouslyFastConstruction \ |
93 | All buildings can be produced and military units trained in a ridiculously short amount of time. |
94 | * RidiculouslyFastPopulationGrowth \ |
95 | Populations grow faster than realistic birthrates could sustain. |
96 | * RiskStyleMap \ |
97 | A map which shows you delineated areas so you can choose which campaigns to wage. |
98 | * SeparateButIdentical \ |
99 | Some sub-factions are said to be different in composition, outlook etc., but really only differ in their color palette. |
100 | * SomeDexterityRequired \ |
101 | In the real-time variety, being able to issue commands to your units more efficiently gives you an edge. |
102 | * SplashDamageAbuse \ |
103 | Abusing an attack's SplashDamage or AreaOfEffect to get enhanced performance. |
104 | * StartingUnits \ |
105 | In strategy games, you sometimes have units at the start that you can't train or create more of. |
106 | * StopPokingMe \ |
107 | Clicking too often on a unit will make them insult or nag you. |
108 | * StrategicAssetCaptureMechanic\ |
109 | Simulating the capture of a strategic asset, either an abstract "Strategic Zone" or a tangible building with a specific bonus. |
110 | * StrongFleshWeakSteel \ |
111 | It's easier to destroy something made of armored steel, like a tank, than to destroy an ostensibly flesh and blood character. |
112 | * SupportPower \ |
113 | The player receives support from things that are not included on the in-game map. |
114 | * TacticalRockPaperScissors \ |
115 | Strategy games divide your units into three types, each of which is strong and weak against each of the other types. |
116 | * TacticalSuperweaponUnit \ |
117 | A unit that is overpowered, hard to deploy and limited in number. Built to break stalemates by virtue of being a DamageSpongeBoss that can dish out as much dakka as it can take; requiring either a huge army, exploiting its weakness(es), or another unit of equal power to bring down. |
118 | * TechTree \ |
119 | Strategy games let you research new abilities for your units. |
120 | * TurnBasedStrategyRealTimeCombat\ |
121 | The strategic level gameplay is turn-based but tactical engagements play out in real time. |
122 | * UnblockableAttack \ |
123 | An attack that always deals damage and can't be blocked or guarded (but in most cases ''may'' be dodged or interrupted instead). |
124 | * UnitsNotToScale \ |
125 | Infantrymen appear ridiculously large when compared to vehicles and buildings. |
126 | * VideoGameTime \ |
127 | Fake use of a time scale means that empires rise and fall in the time it takes to take the trash out. |
128 | * WeatherOfWar \ |
129 | Weather drastically affects units. |
130 | * WorkerUnit \ |
131 | A non-combatant unit dedicated to constructing buildings or gathering resources. |
132 | * YouHaveResearchedBreathing \ |
133 | Where you have to spend time researching things that should be patently obvious. |
134 | * YouRequireMoreVespeneGas \ |
135 | Strategy games make you gather resources. |
136 | ** NoRecycling \ |
137 | You can't scavenge debris for usable materials. |
138 | ** NotPlayingFairWithResources \ |
139 | AI players in are able to acquire resources faster than the player or don't need any resources at all. |
140 | ** RefiningResources \ |
141 | You need to use "basic" resources to create "advanced" ones. |
142 | * ZergRush \ |
143 | Sending waves upon waves of cheap, weak units in order to overwhelm a more tech-aware enemy with sheer numbers. |
144 | [[/index]] |
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