Display title | Enemy Exchange Program |
Default sort key | Enemy Exchange Program |
Page length (in bytes) | 23,138 |
Namespace ID | 0 |
Page ID | 151861 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 0 |
Counted as a content page | Yes |
Number of subpages of this page | 1 (0 redirects; 1 non-redirect) |
Edit | Allow all users (infinite) |
Move | Allow all users (infinite) |
Delete | Allow all users (infinite) |
Page creator | m>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
Latest editor | Dai-Guard (talk | contribs) |
Date of latest edit | 19:55, 9 April 2017 |
Total number of edits | 8 |
Recent number of edits (within past 180 days) | 0 |
Recent number of distinct authors | 0 |
Transcluded templates (5) | Templates used on this page:
|
Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | In RTS games, at least the kind where the sides are significantly different from each other, it will often be possible to capture structures that produce enemy units and make enemy unit types for your own use. Pre-scripted single-player scenarios will sometimes make this mandatory or even restrict you to only using enemy units for the duration of the mission. This is an obvious way to add variety, but can easily come off as contrived story-wise. |