Command and Conquer Economy: Difference between revisions

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{{trope}}
{{quote|''You must [[Construct Additional Pylons]].''|'''[[StarcraftStarCraft]]'''}}
 
In most civilisation- and city-building games, nothing ever gets built unless the player specifically orders it. While it is simpler to depict the resource management in this way, it is very unrealistic to, for example, have to build "state" stables and "state" smithies in order to recruit knights in a medieval-themed game, or have to specifically order a resource extraction operation rather than have an autonomous agent do it in response to increased demand.
 
Of course, this grossly unrealistic [[Don't Explain the Joke|Command Economy mechanism in games like]] ''[[Command and& Conquer]]'' is often one of the [[Acceptable Breaks From Reality]]; many players would find it less fun to put down some infrastructure, set certain policies and watch the results rather than tinkering with everything themselves. Also, it is obviously more difficult to create an AI that could simulate the dynamics of city or civilisation development in a reasonable manner. Some games, like the later ''Total War'' and ''Civilization'' games, partially avert this by allowing you to let the AI manage cities autonomously.
 
It also prevents [[Artificial Stupidity|poor AI from sapping all your resources into pointless crap.]]
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{{examples}}
== Video Game Examples ==
 
=== Four X ===
 
* In the ''[[Civilization]]'' games, no city will build any improvements or units or develop their own surroundings unless the player or the player-appointed AI specifically orders it. This is particularly notable in the later iterations of the series, and the related game ''[[Sid Meier's Alpha Centauri]]'', where the player can declare their nation to be operating under free market economics. Presumably justified by the idea that there's a lot of economic activity separate from the government projects that are presented to the player. Also, in ''Alpha Centauri'', one can set a base to operate under a Governor, and define things a governor can and can not do, allowing the AI to run each base according to the priorities you set and you to intervene when necessary.
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* ''[[Star Ruler]]'' both uses and averts this. While you need to manually order the construction of ships, you can set Governors to automatically build structures on the planets you colonise.
 
=== Real Time Strategy ===
 
* As the [[Trope Namer|title]] says, ''[[Command and& Conquer]].'' Granted, these are invariably military buildings, and you're typically the first military presence to enter the area.
* Also created by Westwood Studios (who made ''Command and Conquer''), ''[[Dune II]]'' was the [[Trope Maker]]. Spice was gathered for cash, and justifiable in that local mining operations close to the battlefield, while contributing nothing to defense (indeed, increasing your need for defense) would be more expedient than shipping the raw materials and manpower to the front.
** ''[[Emperor: Battle for Dune]]'' tried to reduce some of the [[Fridge Logic]] by showing the Construction Yard drilling and mining for resources to build the buildings with.
* All you need to make your army in [[Act of War]] is just money, which can be obtained from oil derricks, banks or prisoners of war.
* In the ''[[Total War]]'' games, feudal warriors like knights or samurai must have player-built buildings representing armouries, weaponmakers and stud farms present in order to be recruited. It would of course be more realistic to have them equip themselves from the income of their estates, train offscreen and show up when obliged to fight.
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** Some of the games wouldn't even let you control many aspects of the cities unless you put a general there.
** Several mods, such as ''Real Recruitment'' and ''Byg's Grim Reality'' for ''Medieval 2'', try to avert this trope and [[Ridiculously-Fast Construction]] by instead giving you a virtually fixed number of units. These can only be sent out of their home province through great exertion, unless led by legendary-quality generals. This is arguably very realistic, but it does make waging the eponymous Total War nigh-on [[Fake Difficulty|fake difficult.]]
* Exception: The game ''[[Victoria: anAn Empire Under The Sun]]'' from Paradox had a complicated world market that meant that one did ''not'' necessarily have to make all of the various goods (such as paper, canned food, telephones, etc.) you might need yourself. The expansion, Revolutions, allowed you to create Capitalists, who, upon having enough extra cash, could build factories and railroads for you. Depending on your government, you might even be ''prevented'' from building factories or railroads yourself.
* ''[[Majesty]]'' averts this trope - no heroes get hired or marketplaces built without your royal order, but most of the infrastructure of your city - houses, sewers, graveyards, and places of ill repute - is outside your control.
** Which is pretty cool, but makes it very hard to build your [http://wiki.teamliquid.net/starcraft/Sim-City sim city] when some house or sewer pops up in a horrible place and totally ruins your plans.
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* Used in ''[[Rise of Legends]]'', but somewhat handwaved as a matter of desperation, not careful and brilliant planning. The heroes aren't making a slow-and-steady push to grind their enemies down, they're running (and often flying) like mad to important sites to outmaneuver their enemies there, and have to build up anything they need from what's available instead of dragging a gargantuan army plus supply lines after them. Each mission map is technically a whole province with multiple cities, so they're also trying to establish a command economy that works just enough to keep them supplied and leaves the province sufficient once they're gone. Men thus come from the cities you build up, and mechanical (or magical) units are built in factories (or conjured on the spot) to save from having to transport an army of slow, heavy equipment all over.
* ''[[Warcraft]]'' games have the player assigning peasants to their tasks and building farms and lumber mills as well as more military kinds of facility.
** Naturally, ''[[StarcraftStarCraft]]'' games being from the same company, have the same economy model. Just substitute gold with minerals, lumber with [[You Require More Vespene Gas|vespene gas]], and food with supply or psy (for humans and the alien races, respectively)
* Partially averted in the ''[[Settlers]]'' series. The player decides what buildings should be built where, and what enemy building should be attacked but from that point on your peasants/soldiers just take care of it. Additionally, once you've built something like a woodcutter, sawmill, farm, etc, it will cheerfully continue to run itself as long as your economy can provide it the necessary resources.
* ''[[Total Annihilation]]'' and its successor ''[[Supreme Commander]]'' have this as a central part of the setting as well as a core gameplay mechanic. Thanks to nanotech, a single construction unit can build an exponentially-growing base and army limited only by local resources.
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* In ''Outpost 2'', you get to build structures and vehicles, something the citizens of the base will not do on their own. You also get to build structure kits, satellites, launch vehicles, and interstellar starship parts, all of which have to do with the story.
 
=== Roguelike ===
 
* ''[[Dwarf Fortress]]'' uses this, but it makes sense because the leader of the fortress would most likely be pissed if his dwarves were tunneling like crazy without his permission. {{spoiler|And considering what [[Sealed Evil in a Can|said dwarves might find...]]}}
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** The third-party utility Dwarf Foreman was created to avert this trope for manufacturing, automatically dispatching work orders to create more of an item should your stocks fall below a certain amount.
 
=== Simulation Game ===
 
* The Sims in ''[[The Sims]]''. Without player guidance, they cannot buy furniture, get jobs, get married, etc. (Some non-player Sims will get jobs or marriages on their own in ''The Sims 3'', but they'll still only have the furniture that came with their house, and the Sims in the active family still won't.) They can still do basic actions such as cook, sleep, use the toilet, and so on if free will is turned on, but in the first two games (and even the third to a lesser extent) they tend to be rather stupid about it. Turn free will off and they'll just stand in place until they starve if not explicitly told to do otherwise.
* [[Averted]] in the ''[[Sim CitySimCity]]'' games: While you are responsible for plopping all the infrastructure and public service buildings, homes, shops and industry will appear on its own in the appropriate zones after you designate them. And although having cities building and running their own power plants is not entirely unrealistic (power production in many countries is run directly by the State, but usually not by city/municipal governments), it's still rather unrealistic that every single city must produce its own power, when power plants in the real world are usually scattered around the countryside.
** ''[[Sim CitySimCity]] 4'' does avert the last one: you can place your power buildings in one single town, and send power through the entire region via neighbor deals. But you're still the one who pays for it. Apparently people in ''[[Sim CitySimCity]]'' don't get electric bills.
*** Obviously, ''SimCountry'' has a [[wikipedia:Social market economy|social market economy]]. They don't get electric bills but they get taxes.
** ''[[Sim CitySimCity]] 3000'' does it to some degree: you can buy your services from your neighbors, but doing so is crushingly expensive, and thus building your own infrastructure is encouraged.
** ''[[Sim CitySimCity]] Societies'' reverts to this trope straight by requiring the player to even build the houses. The player just picks what style they want the city to be in and starts plopping things down accordingly.
*** Granted you still need knowledge society energy if you want the nicer structures to benefit your power production.
* ''[[City Life]]''. You must manually plop every single house, work place, service and utility building. And by "services", Monte Cristo means malls, supermarkets, hospitals, schools, parks, police and fire stations, community centers, ''and even leisure businesses''. (Sounds awfully like ''Societies'', but the social class system makes it better than it sounds).
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* The ''[[Cultures]]'' series takes this to absurd lengths. Your citizens will not build anything, begin gathering materials, get a place to live, get a job, bring resources to and from stockpiles, buy anything, marry, or even have children without you telling them what to do. You can even order them to eat and sleep (admittedly realistic for troops, but?).
* Provides an amusing contradiction in ''[[Tropico]]'', which features a Capitalist faction that complains if the eponymous island's economy is not profitable or diverse enough, but don't seem to mind that the player, as President, controls the wage rate, hiring policy and pricing of every business on the island, as well as the building of every structure larger than a shack. Some justification may be possible by assuming that wages and prices are actually abstractions of the effects of taxes on the businesses in question - but doesn't begin to answer the question of building placement or hiring policy. Of course, some capitalists are more capitalist than others.
** Averted with basic houses; if you don't provide affordable housing to your citizens they will build their own sacks. Beyond that the game is a planned economy where everything is built, owned and operated by the state.
** Later sequels and expansions -from Tropico 3 onwards- gradually introduce some form of private enterprises such as privatization and foreign deals and business that pay the wages to their workers and a fee to the treasure to operate (they don't pay for raw materials though) but the profits are marginal compared to the ones you'd get by exporting yourself the goods. Though even then, you still have the option to demolish them.
* This was a huge annoyance to many players of ''[[Black and White]]'', where the pisswig villagers can't even do so much as build a single hut without divine intervention. Though the frustration may have had more to do with the game's awkward controls...
** ''[[Black and White]] 2'' made things slightly easier (emphasis on the slightly). Villagers will do whatever is required at the time without direction, such as gathering food or building a building, but they tend to vacillate between the available options frequently. The player has the option of "divinely guiding" a character by assigning them a task, as which point they will do nothing else for the rest of their lives.
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=== Turn Based Strategy ===
 
* The Koei line of ''[[Romance of the Three Kingdoms]]'' video games (as in, the ones named for the series, not [[Dynasty Warriors]]), you are a warlord that has to manage an ever-growing series of cities; fortunately, you can create districts and delegate your officers to do most of the micro-managing.
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* Averted to some degree in the Amiga game ''Global Effect'': While you had to micromanage most things like power and sewage and such, the game would build residential areas on its own as demand increased. Sadly, this was actually ''detrimental'', as not only did it take energy (the standard resource you use for everything) from your own supply (thereby keeping you from completing more essential constructions), but it built them completely at random next to anything else you've built. So if you built a long sewage pipe leading waste far away from your planned residential zone, to keep people from getting sick? Surprise, now you have people living right in the middle of the sewage-plant area, or halfway along the pipe in the middle of nowhere. And they want you to provide power and water and roads. Presumably you could change this in the options menu, but due to a genius in the game's design, ''accessing the options cost more energy''.
 
=== Non-Video Game Examples ===
=== Webcomics ===
 
== Webcomics ==
 
* ''[[Erfworld]]'', being based on turn-based strategy games, uses this extensively. Everything in the world is geared towards war; although there are mines and farms, they are only supplemental to the much greater funds received from fighting.
 
=== Real Life ===
 
* Italy before XI century had a feudal economy without the concept of market: the lord built farms and workshops with his own resources, assigned serfs to work the land and do artisan jobs, and got almost all the profit to spend in further building or military campaigning.
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[[Category:Just for Pun]]
[[Category:Strategy Game Tropes]]
[[Category:Command and Conquer Economy{{PAGENAME}}]]