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Video Game / Battle of Polytopia

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The Battle of Polytopia is a 2016 4X Turn-Based Strategy mobile game developed by Midjiwan AB.

The concept of the game involves the player controling one of the game's various fictional tribes.

To win, the player must conquer the rest other tribes in the map or the "square" as it is known in the game.


This game provides examples of:

  • All There in the Manual: The world of Polytopia has quite a bit of lore regarding the flora, fauna, and the traditions of each tribe. However, this can only be read about in the online store or the Tribe Moon announcements.
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  • Critical Existence Failure: The game averts this by having injured units deal less damage than healthy units.
  • Command & Conquer Economy: The player must build units or improvements themselves. Cities will not generate units or improvements on their own.
  • Cosmetically Different Sides: Save for some units of three tribes. Every unit of each tribe works the same. A warrior for example may look different depending on which tribe it belongs to but they have the same stats.
  • Counter-Attack: Units that survive an attack will strike back at the attacking unit if the attacker is within its range (and not hidden by fog). The Defender unit relies on this trope, as attacking normally will lower its attack and defense.
  • Enemy Exchange Program: Mind Benders can switch the allegiance of a unit of an opposing tribe to yours. This happens instantly, regardless of how much health the target unit has. The catch is that the Mind Bender cannot move and convert at the same time, so it needs a way to get close to a target without getting killed. Riders and Knights are a Mind Bender's worst enemy due to their ability to move again after attacking.

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  • Flatworld: The game takes place in a world known as the "square".

  • Fantastic Racism: The Vengir are a victim of this by the other tribes.

  • Fantasy Counterpart Culture: Most of the tribes are an example of this trope.

  • Fog of War: All tiles except the immediate vicinity of the player's capital are covered by white clouds. The player has to move around their units in order clear the fog. You can increase a unit's vision by moving it onto a mountain.
  • Geo Effects: Forests slow down cavalry units, but this can be negated by building a road. Mountains increase a unit's vision, but slow down units and cannot be crossed without researching Climbing. Water and ocean can only be crossed by naval units, and ocean can only be crossed after researching Navigation. All terrain types except plains can increase unit defense if you research the right tech.
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  • Glass Cannon: Catapults are among the most powerful units in the game, but are utterly useless in close quarters due to their poor defense and lacking counterattack.
  • Hit-and-Run Tactics:
    • The Rider's Escape skill allows it to move again after attacking, allowing it to charge in, strike, and retreat all in one movement, though it will take damage if the enemy counterattacks it.
    • Archers are able to shoot after moving. As long as the Archer has room to move, it can easily whittle down any non-Rushing melee units (such as Defenders and Giants) without giving them a chance to retaliate.
  • Home Field Advantage: Units in allied territory can heal themselves faster, and units in enemy territory cannot benefit from roads. In addition, each tribe's native terrain tends to complement that tribe's starting bonus. For example, the Bardur start the game with Hunting, so their homeland has a lot of forests.

  • Leitmotif: Each tribe has their own theme which plays whenever the player visits the tech tree interface.
  • Lightning Bruiser: Battleships have the strength of a Catapult, the armor of a Swordsman, and the speed of a Knight (without roads, anyway). They're also the most expensive unit, costing more than 20 stars each.
  • The Medic: Mind Benders can heal other units
  • Microtransactions: Tribes aside from the free four tribes (the Xin-xi, Imperius, Bardur, and the Oumaji) are unlockable for a small fee each.

  • No Recycling: Averted. Units can be disbanded to get partial refunding of stars.
  • One-Gender Race: Apparently, the friendship between the Quetzali tribe and their Qui-Qui birds stems from the fact that both Polytopians and Qui-Qui are genderless bipeds that lay eggs.

  • Splash Damage: Dragons deals smaller damage to units in tiles adjacent to the main target.

  • Starting Units: All tribes start with a single unit. Most starts with a Warrior unit.
  • Stone Wall: As their name suggests, Defenders are hard to kill. However, because they deal little damage when attacking and cannot attack after moving, they fare very poorly on offense.
  • Tactical Rock–Paper–Scissors: The standard infantry-cavalry-archer dynamic is present here. In general, melee infantry are well-defended and can block cavalry charges, cavalry units are fast and can close in on ranged infantry without getting shot, and ranged infantry can whittle down slow-moving melee infantry from a safe distance.

  • Take Over the World: Or rather take over the square. This is your goal in the game even in Perfection Mode, you try to do this as best as you can in 30 turns.

  • Tech Tree: Each tribe can research technology which would allow them to exploit certain resources or build particular units. Some tribes have their own unique tech trees.

  • Units Not to Scale: A unit visually covers the same size as a city.

  • You Have Researched Breathing: You have to research the relevant tech to be able to disband units. You can't just fire your extra warrior unit at the early stages of the game.
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