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Basic Trope: The work (especially games) ignores the issues that would come up with providing an army with sufficient resource to stay operational.

  • Straight: The rules of Battle for Tropeland don't take into account your units' ammo, fuel, or food supplies, letting soldiers fight for days on end even when they're stuck behind enemy lines.
  • Exaggerated: Battle for Tropeland takes place in a barren desert completely devoid of any source of food or water. Somehow, a dozen tribes have managed to keep a Forever War going for centuries on end in such a setting, while being completely isolated from the rest of the world. The issue of how these factions manage to even survive the environment, never mind the constant killings, is not even acknowledged.
  • Downplayed: You must build a factory, oil rig, and farm somewhere on the map to keep your soldiers supplied, as well as a truck or cargo plane to bring the resources to them, but the issue of how the resources are distributed to the troops is avoided.
  • Justified: The soldiers in Battle for Tropeland are robots who use long-lasting atomic batteries to power themselves, their Energy Weapons, and their vehicles, and can use nanomachines to convert anything into materials with which to repair themselves, meaning that any individual soldier would be able to go on for years without stopping.
  • Inverted: Although the entire game of Battle for Tropeland takes place over barely a few hours of In-Universe time, Gameplay and Story Segregation means that running out of rations (even though you're stated to have one of the best military logistics in the world) is a real threat that can cause a Game Over.
  • Subverted: Although logistics are not taken into account in the early levels of Battle for Tropeland, gameplay mechanics related to supplying your troops are gradually introduced as the stages take place further and further away from your capital.
  • Double Subverted: ...until you reach a level where you capture an enemy factory, at which point all future levels once again ignore the issue of logistics.
  • Parodied: You play as an Armchair General. Although your advisor keeps pointing out that your plan is utterly infeasible and that your troops will run out of supplies before they get anywhere near the enemy, this is always followed by you telling him to shut up, after which the plan somehow goes off without a hitch.
  • Zig-Zagged: Depending on the level, the gameplay mechanics related to logistics may or may not be active.
  • Averted:
    • Maintaining a supply chain for your army is a core gameplay mechanic, and neglecting food, ammo, fuel, and other materials will lead to greatly lowered performance from your units.
    • The game takes place over an Extremely Short Timespan, such that running out of supplies would not be an issue.
    • Units can run out of ammo, but if they're within range of a Tender-class unit, they regenerate it slowly. Rotating depleted units to the back is part of proper micromanagement.
  • Enforced:
    • Beta testers complained that taking care of logistics was a Scrappy Mechanic, so Executive Meddling ordered these mechanics to be removed from the game.
    • The programmers cut less critical In-Universe logistics to keep the game console from being overtaxed.
  • Lampshaded: During the tutorial, your advisor tells you not to worry about your soldiers' supplies.
  • Exploited: Knowing that their army is not at risk of running out of supplies, the Fourth-Wall Observer general is emboldened to draft otherwise impossible battle plans.

This Single-Use Transporter will get you back to Easy Logistics… don't worry, we get them by the truckload.

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