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Video Game / Command And Conquer Tiberium Alliances

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Command And Conquer: Tiberium Alliances is a web browser game, and the latest release in the Tiberian series. There isn't much of a story, as players basically choose either to become a GDI or Nod commander, form or join an alliance, and attack each other (and the Forgotten, who are the antagonists in this game.)

Please note that this page is for tropes that feature in this game only. Please add tropes relating to other games as well on the main Tiberian Series page.


This game contain examples of:

  • Allegedly Free Game / Bribing Your Way to Victory: You can pay money to obtain advantages such as certain resources, but there is a limit to how quickly you can use them in succession, depending on your supply points. The higher your score (and rank), the more supply points you have (and the more frequently you can activate the advantages.)
  • Attack! Attack! Attack!: Research Points are only obtained when you attack enemies. The trope can be a legit tactic.
  • The Alliance: To get ahead, players have to become this with other players.
  • Arbitrary Headcount Limit: You have to upgrade the relevant buildings to be able to build more buildings or units.
  • Bottomless Magazines: Averted. Once your attacking units unleash their entire payload, they will leave the battlefield via transport or on their own means (for air units).
    • Although most units don't need ammo to attack defenses at all, the ammo count only comes in when they reach the enemy base.
  • Command & Conquer Economy: As part of the Trope Namer's series, you should have seen this one coming.
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  • Critical Existence Failure: Averted. Units and structures become less efficient as their hitpoints decrease.
  • Death from Above: The bombers (GDI Firehawk and Nod Vertigo).
  • Decapitated Army: Destroy the Construction Yard in an enemy base, and the whole base will fall. This applies to the players as well.
  • The Dreaded: Forgotten bases, outposts or camps are this to the player's forces, if the player's forces is very much weaker. The greater the difference in strength, the less efficient the troops will be when attacking.
  • Easy Logistics: Somewhat averted. You can transport Tiberium and Crystals between bases, but you'll need to pay credits (greater quantity and longer distances = more expensive). Power cannot be transported. You can also move your bases, but moving will adversely affect your resource production.
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  • Enemy Mine: There is nothing stopping players who chose GDI to form an alliance with players who chose Nod.
  • Excuse Plot: The developers didn't include story missions at all in order to have the players "create their own stories". A short plot summary at the beginning of the game tells you that a mutant leader named Athos has somehow acquired the Tacitus and is using it to spread Tiberium and expand the Forgotten's power. However, this "Athos" never actually appears in the game.
  • Final Battle: Essentially, this is what assaulting the Forgotten Fortress entails. Doing so involves an absolutely massive attack launched by an alliance on the single most heavily defended base in the game, featuring enemies that completely outmatch everything encountered to this point.
  • Marathon Boss: The attack on the Forgotten Fortress requires:
    • Getting multiple codes to hack into the base's defenses, which requires occupying satellite crash sites for a set number of days.
    • Capturing the bases that power the shield defending the fortress, and you need a few hours to disable the base..
    • Actually attacking the base.
  • Screw This, I'm Outta Here!: You can leave the current sector you're in, and relocate to another sector. There is also leaving your alliance when things are not going so well.
  • Tactical Rock–Paper–Scissors:
  • Timed Mission: Every battle lasts 2 mins. Your attacking units still having ammo when time's up? Too bad; they'll still leave the field. Most of the time though its more than enough.
  • You Require More Vespene Gas: You have 3 resources which you use to construct units and buildings (Tiberium for base and some defence structures, Crystals for defense structures and units of all types, and Power for everything). You need Credits and Research Points to conduct research, with credits also being needed to transfer tiberium and crystals between bases.