A list of tropes related to Strategy Games.
- A Commander Is You
Describing the different types of factions that appear in strategy games. - After-Action Report
A type of Fan Fiction for strategy games that involves a blow-by-blow description of a mission or campaign. - A.I.-Generated Economy
The computer controls the economy of the game's world. - All Swords Are the Same
All weapons of a specific type will look and play exactly the same. - Anti-Air
An attack, weapon, munition, ability, etc. that is really effective against flying enemies. - Anti-Armor
An attack, weapon, munition, ability, etc. that is really effective against armored enemies. - Anti-Cavalry
An attack, weapon, munition, ability, etc. that is really effective against mounted enemies. - Anti-Infantry
An attack, weapon, munition, ability, etc. that is really effective against enemies on foot. - Anti-Structure
An attack, weapon, munition, ability, etc. that is really effective against enemy structures. - Anti-Vehicle
An attack, weapon, munition, ability, etc. that is really effective against enemy vehicles. - Arbitrary Headcount Limit
Arbitrary requirement that stops you from having too many characters in a party or unit. - Area of Effect
Attacks that hit a wide area, rather than a specific target. - Armor-Piercing Attack
An attack, weapon, or munition that rips through the armor or special shield that your enemies wear. - Baseless Mission
A mission that does not provide you with a base in strategy games where bases are generally required. - Civil Warcraft
A contrived battle where you fight your own side. - Colour Coded Armies
Units are colour coded so the player can tell their units from the enemy's. - Construct Additional Pylons
In Real-Time Strategy games, having to build a base to churn out units right on the battlefield. - Command & Conquer Economy
Nothing ever gets built unless the player specifically orders it. - Cosmetically Different Sides
Although both sides in a battle may be from vastly different technologies, their statistics and attacks will be exactly the same. - Crippling Overspecialization
Units are so specialized that they are completely useless against units that fall outside their specialty. - Damage Is Fire
Whenever a structure is damaged, it's shown as being on fire. - Defenseless Transports
For game balance, units that carry other units have no weapons of their own. - Defog of War
Lessens the obscurity of Fog of War. - Dual Mode Unit
A unit that has two different functions that can be switched between. - Easy Communication
Once you issue an order, it will be carried out instantly without having to go through any channels. - Easy Logistics
You don't need to worry about feeding your troops or keeping up supplies - that all happens automatically. - Enemy Exchange Program
Capture an enemy base, and churn out your own enemy units! - Faction Calculus
Describing the different dynamics of a strategy game depending on the number of factions involved. - Firewood Resources
Resource icons/sprites are simplified at the cost of scale and accuracy. - Fog of War
You can only see the parts of the map where you have units. - Garrisonable Structures
Structures that allow units to take cover. - Geo Effects
Terrain affects tactics. - Hard-Coded Hostility
A faction which cannot be negotiated with and is perpetually at war with every other faction. - Hero Must Survive
One of your units is a NPC that must not be allowed to die. - Hero Unit
A (usually very powerful) unit that represents the Player Character or other important character in the game's storyline. - Hold the Line
A mission where you have to prevent the enemy completing their objective before time runs out. - Instant Militia
An option to convert your workers into basic fighters. - Magic Tool
A universal hand tool whose user can magically fix any machine or structure simply by waving it at the target from close range. - Mercenary Units
Special units that are "hired" instead of "trained" or "built". - Neutrals, Critters, and Creeps
These entities hinder both player armies and enemy factions. - Non-Entity General
The player is a general or commander in a strategy game who may not actually even exist. - Protection Mission
Protect a stationary object from enemy attack. - Reinventing the Wheel
You need to purchase "upgrades" to capabilities in each campaign, even if your forces already had it in the last one. - Resource-Gathering Mission
The main focus is gathering a certain amount of resources instead of destroying the enemy. - Ridiculously Fast Construction
All buildings can be produced and military units trained in a ridiculously short amount of time. - Ridiculously Fast Population Growth
Populations grow faster than realistic birthrates could sustain. - "Risk"-Style Map
A map which shows you delineated areas so you can choose which campaigns to wage. - Separate, but Identical
Some sub-factions are said to be different in composition, outlook etc., but really only differ in their color palette. - Some Dexterity Required
In the real-time variety, being able to issue commands to your units more efficiently gives you an edge. - Splash Damage Abuse
Abusing an attack's Splash Damage or Area of Effect to get enhanced performance. - Starting Units
In strategy games, you sometimes have units at the start that you can't train or create more of. - Stop Poking Me!
Clicking too often on a unit will make them insult or nag you. - Strategic Asset Capture Mechanic
Simulating the capture of a strategic asset, either an abstract "Strategic Zone" or a tangible building with a specific bonus. - Strong Flesh, Weak Steel
It's easier to destroy something made of armored steel, like a tank, than to destroy an ostensibly flesh and blood character. - Support Power
The player receives support from things that are not included on the in-game map. - Tactical Rock–Paper–Scissors
Strategy games divide your units into three types, each of which is strong and weak against each of the other types. - Tactical Superweapon Unit
A unit that is overpowered, hard to deploy and limited in number. Built to break stalemates by virtue of being a Damage-Sponge Boss that can dish out as much dakka as it can take; requiring either a huge army, exploiting its weakness(es), or another unit of equal power to bring down. - Tech Tree
Strategy games let you research new abilities for your units. - Turn-Based Strategy, Real Time Combat
The strategic level gameplay is turn-based but tactical engagements play out in real time. - Unblockable Attack
An attack that always deals damage and can't be blocked or guarded (but in most cases may be dodged or interrupted instead). - Units Not to Scale
Infantrymen appear ridiculously large when compared to vehicles and buildings. - Video Game Time
Fake use of a time scale means that empires rise and fall in the time it takes to take the trash out. - Weather of War
Weather drastically affects units. - Worker Unit
A non-combatant unit dedicated to constructing buildings or gathering resources. - You Have Researched Breathing
Where you have to spend time researching things that should be patently obvious. - You Require More Vespene Gas
Strategy games make you gather resources.- No Recycling
You can't scavenge debris for usable materials. - Not Playing Fair With Resources
AI players in are able to acquire resources faster than the player or don't need any resources at all. - Refining Resources
You need to use "basic" resources to create "advanced" ones.
- No Recycling
- Zerg Rush
Sending waves upon waves of cheap, weak units in order to overwhelm a more tech-aware enemy with sheer numbers.