Created By: somerandomdude on June 1, 2011 Last Edited By: somerandomdude on January 9, 2012

Place In A Power Field

Some buildings in RTS games need to be built on a certain ground type

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Do We Have This One?? It wasn't on Strategy Game Tropes and I have no idea how to search for it otherwise.

In some Real-Time Strategy games, certain buildings can only be placed on a certain ground type, or a ground that is under a certain effect. Depending on what it is, there may be ways to extend the effect, but other times you need to hunt it down.

A common extension of this trope is to single out a faction that needs to place most or all of their buildings on a certain ground type. This is almost always of the "extendable" type, because otherwise the faction would be useless. The central command structure is usually absolved of this requirement as well.

  • In the StarCraft series, the Protoss and Zerg need to place their buildings on the power fields generated by Protoss Pylons and "creep", which grows in the area around any Zerg structure, respectively. The former provides power for Protoss portal technology, and the latter connects the Zerg's Organic Technology. Both the Zerg Hatchery and the Protoss Nexus, the central command structures of each faction, as well as Protoss Pylons, the strucutres which generate the power fields, do not have this requirement.
    • Zerg Creep also inverts the trope, as neither the Terran nor the Protoss can build on creep, even if it's an ally's.
  • In WarCraft III, the Undead faction needs to summon their structures on Blighted ground, which is Exactly What It Says on the Tin. Their central command structure, the Necropolis, as well as the Haunted Gold Mine, which is necessary for them to mine gold, are both absolved of the Blight requirement, and the Necropolis generates a fairly large radius of Blight to allow for building the base.
  • In Age of Mythology, urban centers can only be built on special "Fire places".
    • Also inverted, as Gaia can create "lush ground" that prevents other teams from building there.
  • In 8Realms, resource buildings can only be put on specific terrain; Iron Mines can only be built on mountains, Quarries can only be built on hills, Fisheries can only be built on lakes, and so on.
  • In Cursed Treasure, all three tower types can only be built on their corresponding terrain type (and the tower-independent High Ground terrain).
  • In Command & Conquer: Red Alert 3, this trope was played in two different ways: The Allies had a Construction Yard, which projected a very large but non-expandable field of construction, while for the Soviets, every building projected a small field, slowly expanding it.
Community Feedback Replies: 16
  • June 2, 2011
    Related to Field Power Bonus.
  • June 2, 2011
    In "Age of Mythology" , you can only build an urban center on certain places called Fire places, also you must be on the bronze age or later(unless you have an atlantic god) in order to can build more than one
  • June 3, 2011
    Shameless self bump
  • June 3, 2011
    • In Eight Realms, resource buildings can only be placed on specific terrain--Iron Mines can only be built on mountains, Quarries can only be built on hills, Fisheries can only be built on lakes, and so on.
    • Inverted in the Age Of Mythology "Titans" expansion: Gaia's buildings create a "lush" around them that prevents enemies from building on the same ground.
  • June 3, 2011
    If we mention the invertions
    • Starcraft, the same creep that allos the zerg to build their structures on them, prevents any other races of building on it (however, an enemy zerg can still building on your creep)
  • June 4, 2011
    • In Cursed Treasure, all three tower types can only be built on their corresponding terrain type (and the tower-independent High Ground terrain).
  • June 4, 2011
    You need to fix the Example Indentation.
  • June 4, 2011
    • Dune II. Structures can only be built on rock, not sand or mountains. Also, if structures are built on bare rock without first putting down concrete slabs they will suffer more damage from the elements.
  • June 14, 2011
    and in Advanced Strategic Command, e.g. a Shipyard or Oilplatform can be built only on a Water hex, but almost nothing else can be. While, e.g. Hangar needs a hex with already built Runway.

    I question the tropability of "People Set Their Chairs Next To The Tables" as trivial, however.
  • June 16, 2011
    • In ''Knights And Merchants specific buildings such as the gold mine can only be built in certain places. Though I'm not sure this is that Trope, I think it should be more about how the Zerg and Protoss build.
  • June 17, 2011
    @Hadashi, that was the original version of the trope, but I was getting no examples outside the two I already had, so I decided to expand what the trope covered. I'm worried now though that it's becoming People Sit On Chairs...
  • June 18, 2011
    • In the Civilization games, resources require certain specific terrain improvements to harvest efficiently and / or use to build certain units, and some of these improvements (such as Plantations and Quarries) can only be built on particular resources. Also, in IV and onward, you can only build improvements within your cultural borders.
  • June 18, 2011
    • Command And Conquer Red Alert 3 used variations of this for two of the three sides. The Allies had a Construction Yard which only it projected a very large field to build within and the Soviets had every structure project a small field to place other structures in, slowly expanding the overall "power" field.
  • August 2, 2011
    ^ Let's extend that to Command And Conquer in general. With the exception of Generals (and possibly Tiberium Twilight? I haven't played it), buildings could only be constructed within a short distance of a preexisting building.

  • August 3, 2011
    ^ In Tiberium Wars, the field was generated by expensive, "main" structures such as Construction Yards and War Factories while secondary buildings[[hottip:*: such as powerplants and barracks]] provided no expansion. In the pre-Generals era, the requirement was simply that buildings had to be placed in a few cells' proximity to pre-existing ones with no explanation as to why. Red Alert 3 was the first to actually acknowledge it and play with it.

    • In Moon Project[[hottip:*: an Earth2150 clone with a different name]], UCS buildings had to be built in proximity to powerplants or power transmission towers.

    Why does the hot tip function never work in YKTTW?
  • January 9, 2012