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