Reinventing the Wheel: Difference between revisions

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** Also, the whole tree is not immediately available at the beginning. You gain the ability to research maybe one or two technologies per level, as well as [[Imported Alien Phlebotinum|trading for some with alien traders]]. It's not possible to finish researching the whole tree until about three-quarters of the way through the game.
** In ''Cataclysm'', you even had to specifically upgrade any ships you improved by research. Smaller ships would dock in the nearest carrier or command vessel, while capital ships performed these upgrades on their own, and were disabled while they took place. Any newly-built ships already came with the new technology installed.
* The first ''[[Command and& Conquer]]'' games had no "research" whatsoever. But ''[[Command and& Conquer]]: Generals'' forces the player to repurchase any and all unit upgrades at the start of each mission.
** ''Tiberium Wars'' also retained a number of upgrades. Worst of all, those can't be selected over the characteristic sidebar (even though the game already features less the classic sidebar than an easier way to access production buildings).
* The original ''[[Warcraft]]'', ironically, did not do this, at least for spells. One would research a spell in the level it was introduced and then, again, in the next level, but afterwards it would already be equpped on your spellcasters. This was best reflected in levels where you had no buildings.
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* ''[[Age of Empires]]''. Ye gods, do those games have this.
** Although you already have all upgrades from the earlier ages if a mission or skirmish starts you off at anything but the first age.
** The original ''[[Age of Empires I (Videovideo Gamegame)||Age of Empires I]]'' is one of the few games in which you ''literally'' reinvent the wheel.
** ''[[Age of Mythology]]''. [[Incredibly Lame Pun|Ye GODS]], does this game have this. However, whereas you still need to reinvent the Ax for nearly every mission, it's partially justified in that you can have different gods each level, so it makes sense that you shouldn't carry some god improvement from one level to the next.
* ''[[Seven Kingdoms]]'' carried over every upgrade you acquired in the (randomly generated) campaigns, but the upgrades only gradually became available as you progressed. This included researching several special buildings and a siege weapon unavailable in normal play which are easily [[Game Breaker]] material. And very annoying in the hands of the enemy in the last stages.
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** To make the ''Rise of Nations'' example worse, each age has different technologies that can be researched in the library, representing what was actually invented in those ages. However, each tech upgrade will do the exact same thing for that position in the other ages. Researching genetics doesn't have any advantages over researching botany.
** Also, ''Rise of Legends'' plays it straight with some minor unit upgrades for the Vinci faction (like "monoculars" for your musketeers/grenadiers), but semi-justifies it for the same reason it uses a [[Command and Conquer Economy]]: you're rushing to slap together working factories wherever you go and have to take the time and invest the resources to make your latest field factory able to produce the fancier toys.
* ''[[StarcraftStarCraft]]'' plays this straight, and is possibly most noticeable with the Terran faction. The academy technologies always needed to be reinvented every mission campaign. You would think they could just send the instructions for the construction U-238 shells to command and have it distributed from there.
** A minor justification of this trope is how they need to seek command permission for usage, even modern military forces need permission to request heavier ordinance. The Zerg are more questionable, though.
*** The Zerg simply shed off the extra combat upgrades for travel. They need to re-evolve it for combat.
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* When starting a new campaign in ''[[Star Wars]]: Empire at War'', the player will be given starting units which may well be units that cannot build yet, so they are unique and can't be replaced until the technology is advanced enough to build them. Where those first few examples came from is never explained.
* ''[[Halo]] Wars'' plays this completely straight, but in some missions certain researches will be complete from the start and occasionally individual units come with upgrades (the player will still need to do the research to have all their units of that type have this upgrade in this case).
* Tech 2 and 3 blueprints in ''[[EveEVE Online]]'' only allow you to to build a limited number of items. After you run out of licensed manufacturing runs, you'll have to invent or reverse engineer the blueprint again. Similarly, if you run out of manufacturing runs with your tech 1 blueprint copy, you'll have to contact an owner of an original and pay him to make more copies for you. This is [[Hand Wave|because the people making copies of blueprints put in DRM]].
* In the turn based strategy game ''[[Deadlock]] 2: Shrine Wars'' every campaign mission starts with the tech tree reset. the game attempts to justify this by saying that the treaty involved in the war over the planets that is the focus of the campaign requires that each colony develop its own technology and military.
* Justified in ''[[Supreme Commander]] II''. The supercomputers doing the research have a [[Fatal Flaw]] that makes them delete all upgrades when the battle is over. The dev team for them is working on a patch, but it's never actually implemented in game.