![]() The Anti-Something Infantry - Usually used in modern/futuristic games.Has a rifle or a bow or other basic ranged weapon, and pathetic armor. The Basic Ranged Unit - The first and most basic combat unit available in most modern, futuristic, and historical games set in the age of the gun, the second in medieval fantasy.In more futuristic scenarios, melee units are much rarer. The Basic Melee Unit - In medieval fantasy games this is the first and most basic combat unit available, and most often has a sword and light armor.The Militia- This is essentially the Peon's supermode (if you can even call it that), with better attack power than a Peon but less than that of a normal basic ground unit.This is also used if one of those jobs is performed by a building instead, with the Peon handling the other. Builder/Harvester - Some games have units entirely dedicated to gathering resources, while another unit handles construction.It almost always has either a pathetic melee attack, often its repurposed Magic Tool, or has no combat ability at all. The Worker Unit - A basic, cheap unit that can build any structure, gather resources, and/or repair structures (and often vehicles).The basic archetypes of units in a typical RTS: Airborne and seaborne units are sometimes incorporated, but they are seldom realistic in terms of speed and performance (almost all aircraft in RTS games can hover, cannot change altitude, and have unlimited fuel and ammo). While this leaves less time for strategizing and encourages "twitchy" play-styles, it makes commanders less omniscient, allowing for ambushes and distractions to work better.Īlmost all games of this type are based on ground combat on a 2D map, with various terrain and obstacles adding interest to the battlefield. Play will continue for other players and entities in the game even if one player sits back and does nothing, rather than breaking up the sequence of play into discrete turns for each player, which brings multiplayer matches down from hours or days to minutes. In comparison to Turn-Based Strategy, Real Time Strategy has players take action whenever they wish (within the constraints of how often any particular action can be taken). But it was 1992's Dune II by Westwood Studios (later of Command and Conquer fame) that established the form and the tropes of the RTS which are known to the masses today. ![]() The ZX Spectrum had some early entrants many many moons ago (1984 saw both Stonkers and Nether Earth) the MSX saw Herzog in the late 80s - but only in Japan and 1989 saw its sequel Herzog Zwei on the Sega Genesis (Mega Drive) which introduced many of the genre conventions. It has an army of tropes all its own.ĭebate rages as to what the first originating RTS actually was, the results largely dependent on the age and nationality of the participants. PAGES WILL BE DELETED OTHERWISE IF THEY ARE MISSING BASIC MARKUP.Ī Strategy Game subgenre which focuses on construction and control of a fighting force in battle that takes place in real-time. DON'T MAKE PAGES MANUALLY UNLESS A TEMPLATE IS BROKEN, AND REPORT IT THAT IS THE CASE. THIS SHOULD BE WORKING NOW, REPORT ANY ISSUES TO Janna2000, SelfCloak or RRabbit42. The Trope workshop specific templates can then be removed and it will be regarded as a regular trope page after being moved to the Main namespace. All new trope pages will be made with the "Trope Workshop" found on the "Troper Tools" menu and worked on until they have at least three examples.Pages that don't do this will be subject to deletion, with or without explanation. ![]() All new pages should use the preloadable templates feature on the edit page to add the appropriate basic page markup. All images MUST now have proper attribution, those who neglect to assign at least the "fair use" licensing to an image may have it deleted.Failure to do so may result in deletion of contributions and blocks of users who refuse to learn to do so. ![]()
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