Thriving Ghost Town: Difference between revisions

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* Unusual for a real time strategy game, ''[[Star Wars]]: Empire at War'' features small to sizable civilian populations and are interactive in that they'll either side with you and be controllable by the player, or side with the enemy, depending on that planet's pre-determined allegiance. Not only that but, when used in a large enough group, ''they were actually pretty powerful units'' (capable of taking down enemy walkers and tanks even!) and if nothing else they were strong enough to make for very useful distractions or at minimum scouts (they respawn).
** Likewise, in ''[[Command and& Conquer|Command & Conquer: Red Alert 2]]'', large cities usually had a (sparse) civilian population spread throughout the city, which for the most part the player couldn't interact with beyond using them as target practice. In multiplayer, Soviets could mind control them Yuri, and wrap them in explosives with Ivan---this even worked on cattle. The expansion pack ''Yuri's Revenge'' expanded the set of mind control units and provided a "grinder" building you could feed them to for resources. Soylent Tank is people.
* ''[[Universe At War]]'' has a strange example. Most of the maps are fought in urban areas, but there are no civilians on the field. If you start to collect resources (buildings and stuff), people will start to run out. So they hide in houses, makes sense, but for some strange reason around 10-15 people live in one suburb house.
* [[Total War]] plays this straight and averts it in some installments. During siege battles, there are no civilians to be seen, even in massive cities like Rome or London. It is later [[Averted Trope|averted]] when Rome allowed the player to view cities in the battle map. They were filled with thousands of peasants milling around.