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Named for the tendency of such settings to be filmed in set-piece futuristic towns [[CaliforniaDoubling like Brasília or Astana, Kazakhstan]].

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Named for the There is a tendency of such settings in live action to be filmed in real-life set-piece futuristic towns towns, [[CaliforniaDoubling like the namesake Brasília or Astana, Kazakhstan]].
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* Cleverly [[JustifiedTrope justified]] and {{averted}} in ''VideoGame/CivilizationBeyondEarth''. At first, of course, each colony has a very limited architectural style because all of the buildings are prefabricated and designed for pure utility. As your colony outgrows mere survival and adopts a definitive ethos (its Affinity), their architecture changes to reflect the new values, but not all at once. At the lower levels of Affinity, only a small portion of each city will follow the new look, which spreads organically to the rest of the city as you gain levels.

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* Cleverly [[JustifiedTrope justified]] {{justified|Trope}} and {{averted}} {{averted|Trope}} in ''VideoGame/CivilizationBeyondEarth''. At first, of course, each colony has a very limited architectural style because all of the buildings are prefabricated and designed for pure utility. As your colony outgrows mere survival and adopts a definitive ethos (its Affinity), their architecture changes to reflect the new values, but not all at once. At the lower levels of Affinity, only a small portion of each city will follow the new look, which spreads organically to the rest of the city as you gain levels.



* {{Invoked}} and {{Justified}} In ''Franchise/MassEffect'', due to the series' love of classic sci-fi tropes.

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* {{Invoked}} {{Invoked|Trope}} and {{Justified}} {{justified|Trope}} In ''Franchise/MassEffect'', due to the series' love of classic sci-fi tropes.
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* Averted in ''Film/{{Metropolis}},'' where Rotwang's laboratory is in an old Gothic church [[TheConstant still standing]] among the futuristic skyscrapers.

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* Averted in ''Film/{{Metropolis}},'' where Rotwang's laboratory is in an a very old Gothic church house [[TheConstant still standing]] among and dwarfed by the futuristic skyscrapers.
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* Cleverly {{justified}} and {{averted}} in ''VideoGame/CivilizationBeyondEarth''. At first, of course, each colony has a very limited architectural style because all of the buildings are prefabricated and designed for pure utility. As your colony outgrows mere survival and adopts a definitive ethos (its Affinity), their architecture changes to reflect the new values, but not all at once. At the lower levels of Affinity, only a small portion of each city will follow the new look, which spreads organically to the rest of the city as you gain levels.

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* Cleverly {{justified}} [[JustifiedTrope justified]] and {{averted}} in ''VideoGame/CivilizationBeyondEarth''. At first, of course, each colony has a very limited architectural style because all of the buildings are prefabricated and designed for pure utility. As your colony outgrows mere survival and adopts a definitive ethos (its Affinity), their architecture changes to reflect the new values, but not all at once. At the lower levels of Affinity, only a small portion of each city will follow the new look, which spreads organically to the rest of the city as you gain levels.
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* ''Film/TheLordOfTheRings'' and ''Film/TheHobbit'' give a single look for each races major cities and towns, including Hobbiton, Rivendell, Edoras, Dwarrodelf, Minas Tirith, Erebor and so-on. A "hidden" one is Numenor, an ancient line of men whose style is seen in Weathertop, Cirith Ungol, Amon Hen and other more ancient ruins. True to the trope however they ''all'' have a uniform style as if they were all built in one go. An aversion is [[EvilTowerOfOminousness Barad-dur]]: as a reflection of how long it took to build, the tower has different segments built in slightly different ways, to reflect that a bunch of orcs had "died off" and construction was restarted later.

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* ''Film/TheLordOfTheRings'' and ''Film/TheHobbit'' give a single look for at each races major cities and towns, including Hobbiton, Rivendell, Edoras, Dwarrodelf, Minas Tirith, Erebor and so-on. A "hidden" one is Numenor, an ancient line of men whose style is seen in Weathertop, Cirith Ungol, Amon Hen and other more ancient ruins. True to the trope however they ''all'' have a uniform style as if they were all built in one go. An aversion is [[EvilTowerOfOminousness Barad-dur]]: as a reflection of how long it took to build, the tower has different segments built in slightly different ways, to reflect that a bunch of orcs had "died off" and construction was restarted later.



* Literature/TimeScout averts this. The architecture on the time terminal is outlandlishly diverse, with everything tending to look like the art and architecture of the nearest tourist gate.

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* Literature/TimeScout averts this. The architecture on the time terminal is outlandlishly outlandishly diverse, with everything tending to look like the art and architecture of the nearest tourist gate.
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Oficially deleted episode


[[folder:Web Original]]
* Heavily used in ''WebAnimation/MundoUltimateNewsCp''. This is justified, as Icetown was built as a city entirely planned and executed by huge molecular assemblers in civil construction, like Brasília, this makes the futuristic architecture of the city have identical and standardized buildings, such as Smartowers, smart skyscrappers.
[[/folder]]
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In speculative fiction, the architecture of alien species, as well as human cities in the future, will often be oddly uniform across the board, with no variations owing to different styles being in fashion at different times, local environment or available materials. This can also apply to futuristic human cultures: it is rare to see a future city with architecture from different periods side by side, despite this being the norm in real life.

The trope is named after the city of Brasília. Normally a city will have a whole range of architectural styles as buildings are constructed over the decades and centuries. Brasília however was built quickly between 1956 and 1960 in a uniform Modernist style to be the new showcase capital for UsefulNotes/{{Brazil}}, and has been criticized for its bland and anti-septic appearance. Other real-world cities built like this include UsefulNotes/WashingtonDC, [[UsefulNotes/{{Australia}} Canberra]] and, even earlier, UsefulNotes/SaintPetersburg and [[UsefulNotes/{{Istanbul}} Constantinople]], all of which got the same critiques as Brasília did, [[TrueArtIsAncient back when]] ''[[TrueArtIsAncient their]]'' [[TrueArtIsAncient prevailing architecture was dated but not yet antique]].

A special case of PlanetOfHats: it would usually be too much work to give an alien species or future humans more than one architectural style, and giving an entire race one uniform look makes it [[ColorCodedForYourConvenience easier to tell them apart at a glance]]. Real-world cities depicted in the future aren't immune to this trope, [[EiffelTowerEffect outside of well-known landmarks of course]], as well as cities in ''the past'' like Rome or Athens. The ShiningCity is usually described like this.

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In speculative fiction, the architecture of alien species, as well as human cities in the future, will often be oddly uniform across the board, with no variations owing to different styles being in fashion at different times, local environment environment, or available materials. This can also apply to futuristic human cultures: it is rare to see a future city with architecture from different periods side by side, despite this being the norm in real life.

The trope is named after the city of Brasília. Normally Normally, a city will have a whole range of architectural styles as buildings are constructed over the decades and centuries. Brasília however Brasília, however, was built quickly between 1956 and 1960 in a uniform Modernist style to be the new showcase capital for UsefulNotes/{{Brazil}}, and has been criticized for its bland and anti-septic appearance. Other real-world cities built like this include UsefulNotes/WashingtonDC, [[UsefulNotes/{{Australia}} Canberra]] and, even earlier, UsefulNotes/SaintPetersburg and [[UsefulNotes/{{Istanbul}} Constantinople]], all of which got the same critiques as Brasília did, [[TrueArtIsAncient back when]] ''[[TrueArtIsAncient their]]'' [[TrueArtIsAncient prevailing architecture was dated but not yet antique]].

A special case of PlanetOfHats: it would usually be too much work to give an alien species or future humans more than one architectural style, and giving an entire race one uniform look makes it [[ColorCodedForYourConvenience easier to tell them apart at a glance]]. Real-world cities depicted in the future aren't immune to this trope, [[EiffelTowerEffect trope ([[EiffelTowerEffect outside of well-known landmarks landmarks, of course]], course]]), as well as cities in ''the past'' like Rome or Athens. The ShiningCity is usually described like this.
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Named for the tendency of such settings to be filmed in set-piece futuristic towns [[CaliforniaDoubling like Brasília or Nur-Sultan, Kazakhstan]].

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Named for the tendency of such settings to be filmed in set-piece futuristic towns [[CaliforniaDoubling like Brasília or Nur-Sultan, Astana, Kazakhstan]].
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


** Lifeworkers were apparently even ''[[UpToEleven more]]'' [[UpToEleven austere in their building practices]], so much so that the Librarian considered the Didact's house (built in the rather severe Warrior-Servant style) to be extremely luxurious compared to what she was used to before marrying him.

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** Lifeworkers were apparently even ''[[UpToEleven more]]'' [[UpToEleven ''more'' austere in their building practices]], practices, so much so that the Librarian considered the Didact's house (built in the rather severe Warrior-Servant style) to be extremely luxurious compared to what she was used to before marrying him.
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** In "Frontier in Space", an establishing shot of the World Government headquarters is portrayed via a StockFootage of the National Congress building in Brasília.

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** In "Frontier in Space", an establishing shot of the World Government headquarters is portrayed via a StockFootage of the National Congress building in Brasília. Location shots were filmed amid the bland concrete architecture of the Hayward Gallery.

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* In ''Series/DoctorWho'', Zoe comes from the [[{{Zeerust}} space-age 21st century future]]. The only time we see her home city, it fits this trope (and, indeed, the original script suggested Brasília as a model).
** In "Frontier in Space", an establishing shot of the World Government headquarters is portrayed via a StockFootage of the National Congress building in Brasília.

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* In ''Series/DoctorWho'', ''Series/DoctorWho''
**
Zoe comes from the [[{{Zeerust}} space-age 21st century future]]. The only time we see her home city, it fits this trope (and, indeed, the original script suggested Brasília as a model).
** In "Frontier in Space", an establishing shot of the World Government headquarters is portrayed via a StockFootage of the National Congress building in Brasília.
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Added DiffLines:

** In "Frontier in Space", an establishing shot of the World Government headquarters is portrayed via a StockFootage of the National Congress building in Brasília.
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** Averted with the two Earth cities you visit in ''3'': Vancouver and New York. Each have more obvious ShiningCity skyscrapers mixed in with older buildings that exist in real life.

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** Averted with the two Earth cities you visit in ''3'': Vancouver and New York.London. Each have more obvious ShiningCity skyscrapers mixed in with older buildings that exist in real life.

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* ''Film/TheLordOfTheRings'' and ''Film/TheHobbit'' give a single look for each races major cities and towns, including Hobbiton, Rivendell, Edoras, Dwarrodelf, Minas Tirith, Erebor and so-on. A "hidden" one is Numenor, an ancient line of men whose style is seen in Weathertop, Cirith Ungol, Amon Hen and other more ancient ruins. True to the trope however they ''all'' have a uniform style as if they were all built in one go.
** An aversion is [[TheDarkTower Barad-dur]]: as a reflection of how long it took to build, the tower has different segments built in slightly different ways, to reflect that a bunch of orcs had "died off" and construction was restarted later.

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* ''Film/TheLordOfTheRings'' and ''Film/TheHobbit'' give a single look for each races major cities and towns, including Hobbiton, Rivendell, Edoras, Dwarrodelf, Minas Tirith, Erebor and so-on. A "hidden" one is Numenor, an ancient line of men whose style is seen in Weathertop, Cirith Ungol, Amon Hen and other more ancient ruins. True to the trope however they ''all'' have a uniform style as if they were all built in one go.
**
go. An aversion is [[TheDarkTower [[EvilTowerOfOminousness Barad-dur]]: as a reflection of how long it took to build, the tower has different segments built in slightly different ways, to reflect that a bunch of orcs had "died off" and construction was restarted later.
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None


* Averted in ''Webcomic/TheInexplicableAdventuresOfBob,'' where we've seen a few different sets of alien buildings. The Fleenians' buildings are mostly [[http://bobadventures.comicgenesis.com/d/20100302.html boxes or pyramids.]] The [[OurDragonsAreDifferent dragons,]] being borderline SpaceAmish, are said not to build very many structures, but because they're [[GiantFlyer giant fliers,]] such buildings as they do erect tend to be very [[http://bobadventures.comicgenesis.com/d/20091128.html big and tall]] (but in the ancient past, they did have [[http://bobadventures.comicgenesis.com/d/20100518.html true cities).]] The one Nemesite city we've seen had [[http://bobadventures.comicgenesis.com/d/20100828.html weird, soaring, curvilinear structures.]]

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* Averted in ''Webcomic/TheInexplicableAdventuresOfBob,'' where we've seen a few different sets of alien buildings. The Fleenians' buildings are mostly [[http://bobadventures.comicgenesis.com/d/20100302.html [[https://bobadventures.thecomicseries.com/comics/434 boxes or pyramids.]] The [[OurDragonsAreDifferent dragons,]] being borderline SpaceAmish, are said not to build very many structures, but because they're [[GiantFlyer giant fliers,]] such buildings as they do erect tend to be very [[http://bobadventures.comicgenesis.com/d/20091128.html [[https://bobadventures.thecomicseries.com/comics/407 big and tall]] (but in the ancient past, they did have [[http://bobadventures.comicgenesis.com/d/20100518.html [[https://bobadventures.thecomicseries.com/comics/456/ true cities).]] The one Nemesite city we've seen had [[http://bobadventures.comicgenesis.com/d/20100828.html [[https://bobadventures.thecomicseries.com/comics/485/ weird, soaring, curvilinear structures.]]

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Revamped the opening description to explain the trope more clearly. I felt the point was kind of buried and obscured what the trope is supposed to be, as well as why it's called that.


In speculative fiction, the architecture of alien species will often be oddly uniform across the board, with no variations owing to different styles being in fashion at different times, local environment or available materials. Might also apply to futuristic human cultures: it is rare to see a future city with architecture from different periods side by side, despite this being the norm in real life. Of course, while real-life housing developments are uniform in style and age, one does not usually build entire cities from scratch like this. One notable exception is the city of Brasília, which was built quickly between 1956 and 1960 in a uniform Modernist style to be a new showcase capital for UsefulNotes/{{Brazil}} (as were UsefulNotes/WashingtonDC, [[UsefulNotes/{{Australia}} Canberra]] and, even earlier, UsefulNotes/SaintPetersburg and [[UsefulNotes/{{Istanbul}} Constantinople]]) and has been criticized for its bland and antiseptic appearance (as the others named [[TrueArtIsAncient had been when]] ''[[TrueArtIsAncient their]]'' [[TrueArtIsAncient prevailing architecture was dated but not yet antique]]).

A special case of PlanetOfHats: it would usually be too much work to give an alien species or future humans more than one architectural style. The ShiningCity is usually described like this.

to:

In speculative fiction, the architecture of alien species species, as well as human cities in the future, will often be oddly uniform across the board, with no variations owing to different styles being in fashion at different times, local environment or available materials. Might This can also apply to futuristic human cultures: it is rare to see a future city with architecture from different periods side by side, despite this being the norm in real life. Of course, while real-life housing developments are uniform in style and age, one does not usually build entire cities from scratch like this. One notable exception life.

The trope
is named after the city of Brasília, which Brasília. Normally a city will have a whole range of architectural styles as buildings are constructed over the decades and centuries. Brasília however was built quickly between 1956 and 1960 in a uniform Modernist style to be a the new showcase capital for UsefulNotes/{{Brazil}} (as were UsefulNotes/{{Brazil}}, and has been criticized for its bland and anti-septic appearance. Other real-world cities built like this include UsefulNotes/WashingtonDC, [[UsefulNotes/{{Australia}} Canberra]] and, even earlier, UsefulNotes/SaintPetersburg and [[UsefulNotes/{{Istanbul}} Constantinople]]) and has been criticized for its bland and antiseptic appearance (as Constantinople]], all of which got the others named same critiques as Brasília did, [[TrueArtIsAncient had been back when]] ''[[TrueArtIsAncient their]]'' [[TrueArtIsAncient prevailing architecture was dated but not yet antique]]).

antique]].

A special case of PlanetOfHats: it would usually be too much work to give an alien species or future humans more than one architectural style.style, and giving an entire race one uniform look makes it [[ColorCodedForYourConvenience easier to tell them apart at a glance]]. Real-world cities depicted in the future aren't immune to this trope, [[EiffelTowerEffect outside of well-known landmarks of course]], as well as cities in ''the past'' like Rome or Athens. The ShiningCity is usually described like this.



* ''Film/TheLordOfTheRings'' and ''Film/TheHobbit'' give a single look for each races major cities and towns, including Hobbiton, Rivendell, Edoras, Dwarrodelf, Minas Tirith, Erebor and so-on. A "hidden" one is Numenor, an ancient line of men whose style is seen in Weathertop, Cirith Ungol, Amon Hen and other more ancient ruins. True to the trope however they ''all'' have a uniform style as if they were all built in one go.
** An aversion is [[TheDarkTower Barad-dur]]: as a reflection of how long it took to build, the tower has different segments built in slightly different ways, to reflect that a bunch of orcs had "died off" and construction was restarted later.



* Both justified and partly averted in the ''Literautre/DragonridersOfPern'' series. Holds are all carved into rock rather than built, so inevitably they are somewhat similar in style and have little variation internally. However, by the time of the first books many Holds have expanded, with more traditional houses being built outdoors. This is an important plot point, since it turns out there's a very good reason people hadn't built unprotected buildings out of wood before.

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* Both justified and partly averted in the ''Literautre/DragonridersOfPern'' ''Literature/DragonridersOfPern'' series. Holds are all carved into rock rather than built, so inevitably they are somewhat similar in style and have little variation internally. However, by the time of the first books many Holds have expanded, with more traditional houses being built outdoors. This is an important plot point, since it turns out there's a very good reason people hadn't built unprotected buildings out of wood before.



** In ''VideoGame/MassEffect2'', Illium is similarly full of giant skyscrapers all of similar design - Actually an InvokedTrope, a literal Space Brasília meant to demonstrate Asari superiority. In ''VideoGame/MassEffect3'' it's revealed to be a carbon copy of Thessia, [[spoiler:and the Asari are revealed to be the heirs of the Protheans in every way, including their arrogance - they're just a lot more passive-aggressive about their plans for creating a galactic monoculture.]]
* ''VideoGame/MirrorsEdge'', [[EverythingIsAnIPodInTheFuture of course]].

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** In ''VideoGame/MassEffect2'', Illium is similarly full of giant skyscrapers all of similar design - Actually an InvokedTrope, a literal Space Brasília meant to demonstrate Asari superiority. In ''VideoGame/MassEffect3'' it's revealed to be a carbon copy of Thessia, [[spoiler:and the Asari are revealed to be the heirs of the Protheans in every way, including their arrogance - they're just a lot more passive-aggressive about their plans for creating a galactic monoculture.]]
monoculture]].
** Averted with the two Earth cities you visit in ''3'': Vancouver and New York. Each have more obvious ShiningCity skyscrapers mixed in with older buildings that exist in real life.
* ''VideoGame/MirrorsEdge'', ''VideoGame/MirrorsEdge'' and ''[[VideoGame/MirrorsEdgeCatalyst Catalyst]]'', [[EverythingIsAnIPodInTheFuture of course]].course]], with an image of its City of Glass providing the page image.

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* Cleverly {{justified}} and {{averted}} in ''VideoGame/CivilizationBeyondEarth''. At first, of course, each colony has a very limited architectural style because all of the buildings are prefabricated and designed for pure utility. As your colony outgrows mere survival and adopts a definitive ethos (its Affinity), their architecture changes to reflect the new values, but not all at once. At the lower levels of Affinity, only a small portion of each city will follow the new look, which spreads organically to the rest of the city as you gain levels.
* [[PlayingWithATrope Played with]] in ''Franchise/{{Halo}}'' involving Forerunner construction. At first glance, everything they built looks to be made out of silver metal alloys, making heavy use of cantilevered construction, triangular structures topped off with spires, precise angles, and straight lines. However, each Forerunner Rate did have their own subtle touches:
** Builder structures were very large and elaborate, showcasing their enormous power and wealth. Most surfaces were very finely detailed and textured, and included copious amounts of blue [[TronLines lighting]].
** Warrior-Servant structures were similar in several ways, but had a much more subdued, brutalist look to them. No unnecessary carvings or detailing, unless it was something glorifying the Forerunners' Mantle of Responsibility. Red and orange lighting played more of a role, as well. Tellingly, their buildings incorporate a lot of spaces designed to be easily defensible choke-points and killing boxes, befitting the fact that they are soldiers by trade.
** Miner technology is noted (admittedly by a Builder) to be entirely practical and ugly as sin to boot. Their job was to rip planets and stars apart for raw materials; why make anything look pretty? All you needed were working grapplers, cutters, churners, constraint fields, molecular furnaces, and other objects for ripping chunks off a planet and processing them.
** Lifeworkers were apparently even ''[[UpToEleven more]]'' [[UpToEleven austere in their building practices]], so much so that the Librarian considered the Didact's house (built in the rather severe Warrior-Servant style) to be extremely luxurious compared to what she was used to before marrying him.



* ''VideoGame/MirrorsEdge'', [[EverythingIsAnIPodInTheFuture of course]].
* Can happen in the ''Rush Hour'' expansion to ''VideoGame/SimCity 4'': you can choose from the four styles of building that will show up in your city; these are by default set to cycle every five years. This can lead to a fair number of very large neighborhoods looking very, very similar. However, you can change things up: in one direction, you can have the architectural styles change faster (e.g. once a year), which creates smaller single-style neighborhoods (which is actually mildly realistic for an expanding city). On the other hand, you can also slow the cycle or even ban up to three styles outright (if you like the Brasília effect).



* Can happen in the ''Rush Hour'' expansion to ''VideoGame/SimCity 4'': you can choose from the four styles of building that will show up in your city; these are by default set to cycle every five years. This can lead to a fair number of very large neighborhoods looking very, very similar. However, you can change things up: in one direction, you can have the architectural styles change faster (e.g. once a year), which creates smaller single-style neighborhoods (which is actually mildly realistic for an expanding city). On the other hand, you can also slow the cycle or even ban up to three styles outright (if you like the Brasília effect).
* ''VideoGame/MirrorsEdge'', [[EverythingIsAnIPodInTheFuture of course]].
* Cleverly {{justified}} and {{averted}} in ''VideoGame/CivilizationBeyondEarth''. At first, of course, each colony has a very limited architectural style because all of the buildings are prefabricated and designed for pure utility. As your colony outgrows mere survival and adopts a definitive ethos (its Affinity), their architecture changes to reflect the new values, but not all at once. At the lower levels of Affinity, only a small portion of each city will follow the new look, which spreads organically to the rest of the city as you gain levels.
* [[PlayingWithATrope Played with]] in ''Franchise/{{Halo}}'' involving Forerunner construction. At first glance, everything they built looks to be made out of silver metal alloys, making heavy use of cantilevered construction, triangular structures topped off with spires, precise angles, and straight lines. However, each Forerunner Rate did have their own subtle touches:
** Builder structures were very large and elaborate, showcasing their enormous power and wealth. Most surfaces were very finely detailed and textured, and included copious amounts of blue [[TronLines lighting]].
** Warrior-Servant structures were similar in several ways, but had a much more subdued, brutalist look to them. No unnecessary carvings or detailing, unless it was something glorifying the Forerunners' Mantle of Responsibility. Red and orange lighting played more of a role, as well. Tellingly, their buildings incorporate a lot of spaces designed to be easily defensible choke-points and killing boxes, befitting the fact that they are soldiers by trade.
** Miner technology is noted (admittedly by a Builder) to be entirely practical and ugly as sin to boot. Their job was to rip planets and stars apart for raw materials; why make anything look pretty? All you needed were working grapplers, cutters, churners, constraint fields, molecular furnaces, and other objects for ripping chunks off a planet and processing them.
** Lifeworkers were apparently even ''[[UpToEleven more]]'' [[UpToEleven austere in their building practices]], so much so that the Librarian considered the Didact's house (built in the rather severe Warrior-Servant style) to be extremely luxurious compared to what she was used to before marrying him.


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* Justified in ''VideoGame/XCOM2''. The [[VichyEarth ADVENT Administration]] has rebuilt many of Earth's major cities into shining metropolises full of sleek, geometric designs, gleaming glass, and immaculate white material, regardless of the architecture of the original settlement. This is both to break down the national divisions of "the Old World" and make humanity identify more with the ADVENT regime, and to try to lure humans into the [[GildedCage city centers]] from the more squalid slums and run-down suburbs around them.

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* Shattrath City in ''VideoGame/WorldofWarcraft''is likely a literal example. It is the capital city of the Draenei on Draenor. It was likely planned and constructed with the purpose of being a capital in a very short amount of time. This is actually true of most of the capital cities in-game. Stormwind and Orgrimmar, although both designed as capitals [[PlayingWithATrope play with it]]: they both contain areas that feature the aesthetics of other cultures but in an obviously planned out fashion. Notably averted however by Dalaran, which features a bewildering mismatch of elvish and human architecture some of which is only truly explainable by assuming it is held up by magic: all of it just randomly scattered about, there isn't a straight street in the entire place. This speaks to both the age of the magical city and it's unusual cultural diversity. Non-capital in-game cities also tend to avert this trope: The Crossroads features a collection of both Orc huts and Tauren tents for example.

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* Shattrath City in ''VideoGame/WorldofWarcraft''is ''VideoGame/WorldOfWarcraft'' is likely a literal example. It is the capital city of the Draenei on Draenor. It was likely planned and constructed with the purpose of being a capital in a very short amount of time. This is actually true of most of the capital cities in-game. Stormwind and Orgrimmar, although both designed as capitals [[PlayingWithATrope play with it]]: they both contain areas that feature the aesthetics of other cultures but in an obviously planned out fashion. Notably averted however by Dalaran, which features a bewildering mismatch of elvish and human architecture some of which is only truly explainable by assuming it is held up by magic: all of it just randomly scattered about, there isn't a straight street in the entire place. This speaks to both the age of the magical city and it's unusual cultural diversity. Non-capital in-game cities also tend to avert this trope: The Crossroads features a collection of both Orc huts and Tauren tents for example.



[[folder:Webcomics]]
* Averted in ''Webcomic/TheInexplicableAdventuresOfBob,'' where we've seen a few different sets of alien buildings. The Fleenians' buildings are mostly [[http://bobadventures.comicgenesis.com/d/20100302.html boxes or pyramids.]] The [[OurDragonsAreDifferent dragons,]] being borderline SpaceAmish, are said not to build very many structures, but because they're [[GiantFlyer giant fliers,]] such buildings as they do erect tend to be very [[http://bobadventures.comicgenesis.com/d/20091128.html big and tall]] (but in the ancient past, they did have [[http://bobadventures.comicgenesis.com/d/20100518.html true cities).]] The one Nemesite city we've seen had [[http://bobadventures.comicgenesis.com/d/20100828.html weird, soaring, curvilinear structures.]]
* The city of Wonder in ''Webcomic/LastRes0rt''--which makes sense enough, since it was built at the same time as the rest of the space station the show takes place in.
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[[folder:Webcomics]]
* Averted in ''Webcomic/TheInexplicableAdventuresOfBob,'' where we've seen a few different sets of alien buildings. The Fleenians' buildings are mostly [[http://bobadventures.comicgenesis.com/d/20100302.html boxes or pyramids.]] The [[OurDragonsAreDifferent dragons,]] being borderline SpaceAmish, are said not to build very many structures, but because they're [[GiantFlyer giant fliers,]] such buildings as they do erect tend to be very [[http://bobadventures.comicgenesis.com/d/20091128.html big and tall]] (but in the ancient past, they did have [[http://bobadventures.comicgenesis.com/d/20100518.html true cities).]] The one Nemesite city we've seen had [[http://bobadventures.comicgenesis.com/d/20100828.html weird, soaring, curvilinear structures.]]
* The city of Wonder in ''Webcomic/LastRes0rt''--which makes sense enough, since it was built at the same time as the rest of the space station the show takes place in.
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