Playing With / Construct Additional Pylons

Basic Trope: In battle-oriented Real-Time Strategy, you have to handle base-building instead of putting all your effort into... Well, battle strategy!
  • Straight: The Architect Of War has you construct large bases right in the field - with powerplants, refineries, factories, and all.
  • Exaggerated: The Architect Of War is formally a military RTS, but actually it doubles as a city-state simulator.
  • Downplayed: The game requires you to assemble bases, but from quick plug-and-play components that require little time to manage.
  • Justified:
  • Inverted: A city-building game offers the capability to personally control police and SWAT when there's rioting.
  • Subverted: You are commanded to "move in and set up the base". It turns out you have to capture an airfield.
  • Double Subverted:
    • However, the airfield doesn't have enough power to run everything, so you have to build more power plants to bring everything online.
    • When you capture the airfield and the transport plane lands, several bulldozers roll out of it.
  • Parodied: In order to win you have to build a functioning base so big that it literally covers the entire game map so that your enemy has no room to move.
  • Zig Zagged:
  • Averted: In Rapid Response your units are delivered to you by airdrops - no bases required.
  • Enforced: "Alright, we are doing a classic RTS here - and what is a classic RTS without a base-building?"
  • Lampshaded: "Powerplants, factories, research labs... a bit excessive for a field base, don't you think?"
  • Invoked: The dev team wanted the game to simulate a war of attrition accurately.
  • Exploited: ???
  • Defied: The dev team wanted a very dynamic and fast-paced RTS so they made structures expendable and cheap.
  • Discussed: "Have you ever found the practice of building entire cities in a course of one battle... well, ridiculous?" "Maybe, but it works - so why shouldn't we?"
  • Conversed: "Why do I spend half my play time prospecting and zoning instead of looting and pillaging?"
  • Implied: Mission: Sabotage is a Real-Time Tactics game about a small unit working behind the enemy lines, so you never actually see the bases being built - but you sometimes have to backtrack through previously visited locations, and in fifteen minutes of your absence, a base more resembling a city can easily spring up in those.
  • Deconstructed: The nature of ridiculously hardy, ridiculously easy, Ridiculously Fast Construction used by the game's armies leads to a trench warfare situation where building a base and covering the nearby territory with defenses is much easier than destroying an emplacement like that. The war eventually grinds to a complete stalemate, and nobody (including the player) is happy about it.
  • Reconstructed: The above situation leads to massive developments in guerrilla tactics and the art of sabotage, making for an almost puzzle-like RTS of deceptions and feints where destroying the enemy base requires the players to invent a brilliant plan or two.
  • Played For Laughs: The list of base structures that you have to build includes such things as Malt Shops, bicycle sheds, and Numbers Stations - which the characters take with a straight face and which your army uses for their intended functions.
  • Played For Drama: The only ones who can build bases for you are your Construction Teams - which you need to fortify the captured points, and which you can't quickly replace, unlike rank-and-file soldiers. This leads to lots of tense situations where you have to protect your Construction Teams as your combat troops sacrifice their lives to ensure the engineers make it to the objectives alive.

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