[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/CommandAndConquer_7643.jpg]]
[[caption-width-right:350:World Domination in a box]]

The first game in the greater ''VideoGame/CommandAndConquer'' series, and the originator of [[VideoGame/CommandAndConquerTiberianSeries one of its two storylines]], ''Tiberian Dawn'' was released in 1995 by Creator/WestwoodStudios and originally known simply as ''Command & Conquer'', before later being given its subtitle. Set TwentyMinutesIntoTheFuture, it is a RealTimeStrategy game with a smattering of sci-fi elements such as alien crystals, stealth technology, and orbital lasers. A terrorist organization operating from various Third World nations known as the Brotherhood of Nod harnesses the power of Tiberium to challenge the rest of the world on equal footing, under the leadership of the charismatic and enigmatic Kane. The UN-backed Global Defense Initiative, a military coalition dedicated to restoring order and containing the spread of Tiberium, manages to hold the line and defeat Nod, killing Kane in the process. The game was followed by a plot-free expansion pack, ''The Covert Operations'', a multiplayer-only sequel named ''Sole Survivor'', and '''[[VideoGame/CommandAndConquerRenegade Renegade]]''', an FPS set during the final days of the conflict from this game that boasts an active modding community and a small but dedicated fanbase.

The game is now freeware and can be downloaded [[http://www.gamershell.com/news_41337.html here]].

'''Please note that this page is for tropes that feature in this game and its expansion only. Please add tropes relating to other games as well on the main [[Videogame/CommandAndConquerTiberianSeries Tiberian series page]].'''

----
!! This game contains examples of:
* AIBreaker:
** The AI can become crippled and unable to rebuild if it no longer has a Construction Yard. A really cheap strategy that was invented to exploit this weakness is to load an APC full of engineers and make a suicide run into the enemy's base with the sole intent of capturing and selling off said Construction Yard. Afterwards, capturing/destroying the Tiberium Refineries will pretty much reduce the mission to a leisurely cleanup job.
** The AI rebuilds a destroyed building in the place it originally occupied. This allows the player to prevent the computer from rebuilding merely by parking a single unit, even a lowly rifleman, where the building once was. Even the sole exception (where one final GDI mission has the AI construct an Obelisk of Light in a Tiberium patch that you're harvesting) can still be blocked by parking a unit in it's intended location.
** Another cheap tactic is to use the "wall trick" which involves building sandbags all the way to the enemy's base and then closing it off with Concrete Walls.
* ArtificialBrilliance: Enemy tracked vehicles will not waste time trying to shoot at your riflemen and will opt to run them over instead.
* ArtificialStupidity:
** The AI will always try to take the shortest route to attacking your base... even if that route goes through a Tiberium field and is lined with base defenses.
** The AI can't even deal with sandbags ''[[https://www.youtube.com/watch?v=0Dq7l6y_hsQ in their own base]]'', which really goes to show how effective the "wall trick" was in this game.
* ArtisticLicenseGeography: Plenty, but perhaps the most striking is the city of Białystok, presented in the game as a small hamlet inhabited by peace-loving peasants. The kicker? In 1995, Białystok was the capital of a voivodeship, with circa 270,000 citizens and a large light industry sector. Alas, poor Poland.
* {{BFG}}: The Commando fires a silenced .50 caliber assault rifle. [[BadassBoast Left handed, apparently]].
* BondOneLiner: "That was left handed."
* BoringButPractical: For being a cheap, basic GDI unit, the Grenadier is equally effective against infantry, vehicles ''and'' buildings, without as many of the friendly-fire issues as Nod's rocket or flamethrower infantry are subject to when mixed with the bog-standard minigunners.
* TheComputerIsACheatingBastard: In the campaign, the AI can rebuild its destroyed buildings anywhere, whereas the player can only build next to existing structures. Also the AI harvester brings back about 20k of credits compared to the players 700 credits per full harvester. That way, the computer can replace one harvester that was lost if the other one (in later missions it usually has two) gets through. That makes cutting off its supply of resources a more difficult task.
* CameFromTheSky: The events of the game are triggered by a meteorite strike on the Tiber river, which drops off some GreenRocks. GDI wants to contain it, while Nod wants to exploit it to evolve humanity.
* CosmeticallyDifferentSides: FactionCalculus is present, in a stark contrast with its main rival of the time, ''Videogame/WarCraft I'' and ''II''. GDI relies on heavy, conventional platforms while Nod relies on light skirmishers and experimental weapons. A rare example of the good guys being the Powerhouse.
* {{Cutscene}}s: Once per mission and one of the innovative pillars of its appeal and success, the game filled 2 [=CDs=] with FMV in a time when the floppy disk was still a prominent medium.
* DeadlyGas: Chem Warriors use a sprayer full of toxic waste (a byproduct of refining tiberium). It instakills enemy troops (and some civilians in the relevant mission) at the cost of sometimes mutating them into a [[BlobMonster visceroid]].
* DeathFromAbove: GDI has the [[KillSat Ion Cannon]], can call A-10 airstrikes, and build Orca VTOL attack fighters. Several Nod missions are meant to counter, steal or reverse this hardly checked advantage.
* DroppedABridgeOnHim: [[spoiler:In one of the GDI endings (if you destroy the Temple of Nod without the Ion Cannon), Kane walks down a corridor and is suddenly crushed by falling debris. Subverted because he is alive and well in the next game.]]
* EarlyInstallmentWeirdness:
** This is the only game in the series without a skirmish mode; even if the computer was added to a game it did not have a base. In addition, this game also had a lot of gameplay mechanics that were either ditched or were not present in later installments, such as being only able to build right next to a building and not differentiating between defensive buildings (which could be built farther away but do not generate "build" areas or allow building of new things) and normal/production ones. This specifically led to the "Sand bag wall" exploit.
** Nod uses an Airstrip to 'produce' vehicles by flying in completed units instead of building them directly on the field with a weapons factory. From the first ''Red Alert'' onwards, ''all'' factions, even Nod in later games, use an evolution of the GDI weapons factory, the War Factory, to construct vehicles at field bases, while airfields and anything similar in nature only serve to produce aircraft and occasionally provide radar.
** In terms of the story, this is the only game where Nod isn't overtly religious, although in-game cutscenes and the presence of the Temple of Nod implied that it's still there.
* ExpansionPack:
** ''The Covert Operations'' adds a pack of missions and several hidden levels.
** ''Red Alert'' was conceived to be one [[MissionPackSequel and it shows]], but the developers realized the potential for a full-fledged standalone game.
** The console ports are also halfway to this, as they include a unique set of new missions for both sides.
* ExpositionBreak: Both campaigns have a short educational video explaining how Tiberium works inserted in one of the mid-game briefings. Played straight in the GDI campaign, but in the Nod campaign Kane [[{{MST}} snarks over]] what he claims are its many inaccuracies.
* FlamethrowerBackfire:
** Flamethrowers explode when shot, likely killing other nearby infantry. They can also explode in a chain reaction from other exploding flamethrowers.
** Nod's Flame Tank also explode in a similar fashion, although the other tanks that would surround it generally will barely feel a scratch from the flames.
* GlassCannon: The Nod Recon Bike does a good job at moving fast and destroying vehicles and buildings with its twin Missile Launchers. The only problem is that it tends to die really quickly when it has to fight tanks. What's even more sad is that the Stealth Tank has the same problem: It's great at destroying things so long as they don't shoot back with anti-vehicle weapons.
* ILoveNuclearPower: The power plants are implied to be nuclear and Nod's superweapon is a nuclear missile.
* IsThisThingStillOn: After a mission in which you (playing GDI) save a town from being wiped out by Nod, there is a cinematic featuring a reporter in front of a scene of destruction saying that the town was wiped out by GDI. It then cuts to a green-screen in a studio, where BigBad Kane begins to give orders on the distribution of the propaganda video before noticing the camera and shooting it while ordering the destruction of its film.
* LeaningOnTheFourthWall: Mild example: the scene mentioned above in IsThisThingStillOn takes place in a green-screen studio, likely the same one used to ''film this game's cutscenes.''
* LuckBasedMission: The first Commando-centric mission. Unlike later games, the Commando fires rather slowly, doesn't regenerate health, and is kinda fragile. Also, buildings destroyed by [=C4=] still have a chance to produce wounded infantry just as if they were destroyed normally, resulting in the ''very'' likely scenario of your Commando losing half his health before he gets off the first island. SaveScumming is very useful in these situations.
* MakeItLookLikeAnAccident: In one Nod Covert Ops Mission, your objective is to use Chem-Warriors to devastate a civilian area in order to fabricate an incident where GDI was responsible for a chemical leak that killed innocent bystanders. However, if you destroy just one GDI structure, you'll fail the mission as it will provide evidence to an attack by Nod.
* MonumentalDamage: In the Nod ending, [[spoiler:after some ''Film/{{Tron}}''-style HollywoodHacking, the player can choose between razing TheWhiteHouse, the Eiffel Tower, the Houses of Parliament or the Brandenburg Gate with GDI's Ion Cannon.]]
* MultipleEndings:
** In the GDI ending, [[spoiler:the Brotherhood is cornered at Sarajevo and broken apart, with its leader "killed." Notably, Kane can be killed in two ways. If you destroy the Temple of Nod with the Ion Cannon when it is the last enemy building on the map, Kane will embrace the light fron the cannon strike as it engulfs him. If you destroy the Temple conventionally, Kane will be crushed by falling debris. The faceplate and burned skin in the sequel reveal that the Ion Cannon ending is the canon one.]]
** In the Nod ending, [[spoiler:Nod hijacks the GDI Ion Cannon, and you get to destroy one of either the White House in Washington D.C., the Eiffel Tower in Paris, the Houses Of Parliament in London, or the Brandenburg Gate in Berlin, discrediting the Global Defense Initiative and General Sheppard.]]
* NoCanonForTheWicked: The GDI victory is canon.
* ObligatoryWarCrimeScene: The Brotherhood routinely kills civilians, however, GDI General Sheppard violates the Hague Conventions by ordering the commander to [[KillEmAll show no quarter]] to "Kane and his zealots." This is in stark contrast to [[ReasonableAuthorityFigure his earlier behavior]], serving to highlight just how high the stakes are in the final mission. Notably, GDI forces in Nod missions will sometimes attack civilians, if they are set to be friendly to the Brotherhood.
* RegeneratingHealth: Harvesters and Mammoth Tanks self-repair slowly, up to 50% health.
* {{Retronym}}: Originally titled simply "Command and Conquer." Some official documents on the original discs already contained references to the name "Tiberian Dawn", so it may have been an internal project name that simply never appeared on the box.
* SaveScumming: You'll probably find yourself doing this in the commando levels to avoid taking damage from those soldiers that [[RandomNumberGod may or may not pop out]] of the buildings you demolish.
* ScratchDamage: Averted, as seen in [[https://www.youtube.com/watch?v=3_TdZMX_mzI this video]]. The technician's pistol deals one point of small arms damage per shot, but the flame tank possesses an armor class of "heavy" which reduces small arms damage by half. So when the calculation is worked out, the technicians would be dealing 0.5 damage per shot, but the game rounds this down to the nearest integer...zero. So by the end, the technicians are all burnt to a crisp and the flame tank has suffered no damage whatsoever.
* ScrewThisImOuttaHere: [[spoiler:At the end of the GDI campaign, one of Kane's surviving commanders panics and tries to run, but a more stoic sunglasses-wearing faithful kills him before he can get far.]]
* SecretLevel: A mini-campaign pits the player against dinosaurs in the expansion. This add-on was created at the height of the ''Franchise/JurassicPark'' movie craze.
* SlapOnTheWristNuke: While devastating, it's still technically a small area of effect. Skilled players can defend against them by spreading out the base over a large area. In the campaign, there's only a few situations where such a strike is launched, allowing for prior preparations. What's worse is that the Nuke can only be used once whereas the Ion Cannon can be used indefinitely.
* SlapSlapKiss: A ''perfect'' example of the trope is seen in the channel-surfing video intro.
* SmartPeoplePlayChess: Kane is holding a chess piece during the briefing of the 9th Nod mission.
* SpitefulAI: Here's a fun trick: build a wall of Advance Guard Towers\ Obelisks then attack a harvester. Your opponent will attack with every single unit on the map, and probably an Ion Cannon, airstrike and nuke.
* SpiritualSuccessor: ''VideoGame/DuneII'', [[foldercontrol]]

[[folder: not In Space ]]
. In turn, ''[[Videogame/CommandAndConquerRedAlert Red Alert]]'' is ''C&C'' [-VERSUS STALIN!-]
* TheStarscream: Kane's second in command, Seth.
* TankGoodness: Special infantry packs a good punch if massed, but can and will be stomped by tanks. With bulkier and mightier tanks, GDI have the drop on Nod here, more than in the sequels (GDI would rely on mechas during ''Tiberian Sun'')
* UpdatedRerelease: C&C 95 Gold, a 1999 Windows 9x version with SVGA Graphics. It still maintains the original gameplay, but the UI graphics are adjusted to the new resolution.
* VideoGameFlamethrowersSuck: While individual flamethrower infantry can be useful, they do not work well in groups. Their attack is small short-range attack, which can hit friendly targets within the same group of five infantry simply by being on the back ranks.
* YouHaveFailedMe: The game indicated that this was how the Brotherhood of Nod handled incompetent officers, with Seth, Kane's second in command, warning the player in their first meeting that if you failed, you died. Seth, it is worth noting, starts seeming wary of you (noting that "you are rapidly becoming Kane's favorite") as the campaign progresses and continues sending you on difficult missions with faulty intelligence. He eventually tries to send you on an outright SuicideMission against the Pentagon (all the way across the ocean from the African theater where you're fighting). [[spoiler:Then Kane introduces himself by executing Seth mid-sentence, pushing his corpse out of the chair, and [[KlingonPromotion promoting you]].]] Disloyalty is even worse than incompetence.
* YourTerroristsAreOurFreedomFighters: Kane presents himself as a third world messiah and liberator, GDI is the military arm of the United Nations. Nod [[KickTheDog Kicks The Dog]] and kills civilians "who are either affiliated with GDI or don't agree with their religious dogma" from the start.

----