Command and Conquer Economy: Difference between revisions

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(Import from TV Tropes TVT:Main.CommandAndConquerEconomy 2012-07-01, editor history TVTH:Main.CommandAndConquerEconomy, CC-BY-SA 3.0 Unported license)
 
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This is why [[You Require More Vespene Gas]]. Compare [[Easy Communication]], where it's your units who require an unrealistic amount of instruction from the player.
 
{{examples|Examples}}
 
== Four X ==
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** Indeed the nobles are stingy bastards.
** 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 an 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.
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* [[Averted]] in the ''[[Sim City]]'' 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 City]] 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 City]]'' don't get electric bills.
*** Obviously, ''SimCountry'' has a [http://en.[wikipedia.org/wiki/Social_market_economy:Social market economy|social market economy]]. They don't get electric bills but they get taxes.
** ''[[Sim City]] 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 City]] 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.
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[[Category:Strategy Game Tropes]]
[[Category:Command And Conquer Economy]]
[[Category:Trope]]