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Reinventing the Wheel: Difference between revisions

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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.
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