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* Similar to ''Earthbound'', ''VideoGame/PaperMario'' included a few badges that allowed the player to defeat weak enemies on the field, without having to enter battle mode.

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* Similar to ''Earthbound'', ''VideoGame/PaperMario'' included includes a few badges that allowed allow the player to defeat weak enemies on the field, without having to enter battle mode.mode. Starting with ''VideoGame/PaperMarioStickerStar'', stomping or hammering weak enemies on the overworld will defeat them instantly after collecting enough {{Plot Coupon}}s.
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* The ''Franchise/ShinMegamiTensei'' games (including ''VideoGame/{{Persona}}'', excluding the Raidou games and ''VideoGame/DevilSurvivor'' for their different combat systems) have the "Rush" command, which speeds the flow of battle by about 50% and forces all party members to stick with physical attacks, overriding their selected tactics.

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* The ''Franchise/ShinMegamiTensei'' games (including ''VideoGame/{{Persona}}'', excluding games, including the Raidou games ''Franchise/{{Persona}}'' series (though not the ''Raidou'' and ''VideoGame/DevilSurvivor'' for their different combat systems) games, as they have the same standard TurnBasedCombat) have the "Rush" command, which speeds the flow of battle by about 50% and forces all party members to stick with physical attacks, overriding their selected tactics.

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** Even worse in Soulstorm, where buildings constructed during a playthrough ''aren't'' kept on the map, meaning you can no longer surround the enemy's starting position with turrets to steamroll them with garrisoned units.



* ''{{VideoGame/Pharaoh}}'':
** The Overseer of Commerce can be relied on to automatically adjust the yearly limits of goods being imported/exported in accordance to the city's current needs (for example, if exporting pottery surplus when above 800 units and another city requests 500 pots, the exports only resume if you have 1300 pots). Unfortunately, this results in a few issues like you city being bankrupted because the overseer is trying to import ''all'' of a pyramid's buildings materials at once, even though the pyramid is only build with a few loads at a time. The actual amount of storage devoted to goods is also up to the player, so while there may a large amount of goods being brought in, only a small amount is actually exchanged.
** The Political Overseer will inform you of whenever requested goods are available in sufficient quantities. He unfortunately doesn't do so immediately after the goods are deposited, and more than once he'll give you the message ''just'' after the deadline passes.
** Workers can be assigned to various tasks like industry, food, infrastructure... When left alone, these are usually more or less balanced, but as CriticalStaffingShortage is the biggest headache in the game it's usually necessary to manually assign priorities (especially infrastructure).
* Later games in the ''VideoGame/CityBuildingSeries'' like ''VideoGame/ZeusMasterOfOlympus'' and ''VideoGame/EmperorRiseOfTheMiddleKingdom'' allow troop deployments and battles to be handled by the AI. Unfortunately, the AI tends to stick the units at predetermined points instead of taking into account the city's expansion, leading to needlessly lost buildings. Fortunately, these games finally allow you to skip battle altogether by bribing the enemies (and given how clunky the battle system is, it's a lot more effective).

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* ''VideoGame/CityBuildingSeries'':
**
''{{VideoGame/Pharaoh}}'':
** *** The Overseer of Commerce can be relied on to automatically adjust the yearly limits of goods being imported/exported in accordance to the city's current needs (for example, if exporting pottery surplus when above 800 units and another city requests 500 pots, the exports only resume if you have 1300 pots). Unfortunately, this results in a few issues like you city being bankrupted because the overseer is trying to import ''all'' of a pyramid's buildings materials at once, even though the pyramid is only build with a few loads at a time. The actual amount of storage devoted to goods is also up to the player, so while there may a large amount of goods being brought in, only a small amount is actually exchanged.
** *** The Political Overseer will inform you of whenever requested goods are available in sufficient quantities. He unfortunately doesn't do so immediately after the goods are deposited, and more than once he'll give you the message ''just'' after the deadline passes.
** Workers can be assigned to various tasks like industry, food, infrastructure... When left alone, these are usually more or less balanced, but as CriticalStaffingShortage is the biggest headache in the game it's usually necessary to manually assign priorities (especially infrastructure).
*
Later games in the ''VideoGame/CityBuildingSeries'' like ''VideoGame/ZeusMasterOfOlympus'' and ''VideoGame/EmperorRiseOfTheMiddleKingdom'' allow troop deployments and battles to be handled by the AI. Unfortunately, the AI tends to stick the units at predetermined points instead of taking into account the city's expansion, leading to needlessly lost buildings. Fortunately, these games finally allow you to skip battle altogether by bribing the enemies (and given how clunky the battle system is, it's a lot more effective).effective).
** Workers can be assigned to various tasks like industry, food, infrastructure... When left alone, these are usually more or less balanced, but as CriticalStaffingShortage is the biggest headache in the game it's usually necessary to manually assign priorities (especially infrastructure), but these are determined sequentially in Pharaoh (fortunately, in Zeus you can modify a sector's importance independently from another, and in Emperor you can close individual buildings instead of just al of them, and even walker buildings like temples or watch stations).
** Trade in the later two games must be carefully monitored, as there is no longer a "only export when there's more than X" failsafe. Trade stations will cheerfully fill up with a good you only need a few of to bankrupt you or keep selling a good you need for a request if you don't set the respective quantities to exchange.
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* In the simulation game ''VideoGame/{{Afterlife}}'', buildings have to be manually balanced every so often to stay efficient. It's either mindnumbing, since it means moving a single slider and there are lots of buildings, or the player may have the game do it at a serious cost.

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* In the simulation game ''VideoGame/{{Afterlife}}'', ''VideoGame/Afterlife1996'', buildings have to be manually balanced every so often to stay efficient. It's either mindnumbing, since it means moving a single slider and there are lots of buildings, or the player may have the game do it at a serious cost.
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** The Overseer of Commerce can be relied on to automatically adjust the yearly limits of goods being imported/exported in accordance to the city's current needs (for example, if exporting pottery surplus when above 800 units and another city requests 500 pots, the exports only resume if you have 1300 pots). Unfortunately, this results in a few issues like you city being bankrupted because the overseer is trying to import ''all'' of a pyramid's buildings materials at once, even though the pyramid is only build with a few loads at a time. The actual amount of storage devoted to goods is also up to the player, so while thee may a large amount of goods being brought in, only a small amount is actually exchanged.

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** The Overseer of Commerce can be relied on to automatically adjust the yearly limits of goods being imported/exported in accordance to the city's current needs (for example, if exporting pottery surplus when above 800 units and another city requests 500 pots, the exports only resume if you have 1300 pots). Unfortunately, this results in a few issues like you city being bankrupted because the overseer is trying to import ''all'' of a pyramid's buildings materials at once, even though the pyramid is only build with a few loads at a time. The actual amount of storage devoted to goods is also up to the player, so while thee there may a large amount of goods being brought in, only a small amount is actually exchanged.



* Later games in the ''VideoGame/CityBuildingSeries'' like ''VideoGame/ZeusMasterOfOympus'' and ''VideoGame/EmperorRiseOfTheMiddleKingdom'' allow troop deployments and battles to be fought by the AI. Unfortunately, the AI tends to stick the units at predetermined points instead of taking into account the city's expansion, leading to needlessly lost buildings. Fortunately, these games finally allow you to skip battle altogether by bribing the enemies.

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* Later games in the ''VideoGame/CityBuildingSeries'' like ''VideoGame/ZeusMasterOfOympus'' ''VideoGame/ZeusMasterOfOlympus'' and ''VideoGame/EmperorRiseOfTheMiddleKingdom'' allow troop deployments and battles to be fought handled by the AI. Unfortunately, the AI tends to stick the units at predetermined points instead of taking into account the city's expansion, leading to needlessly lost buildings. Fortunately, these games finally allow you to skip battle altogether by bribing the enemies.enemies (and given how clunky the battle system is, it's a lot more effective).
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*** {{VideoGame/Botania}}, which focuses around using {{Mana}} from flowers and using it to transmute, conjure and change the world. From mana lenses that can ignite blocks to daffodils that push items to time measurement methods, even by just using Botania and vanilla mechanics it's possible to automate almost everything.
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Correcting a link's namespace.


** Most of the games produced with the vanilla VideoGame/RPGMaker 2000 and 2003 will have the same feature due to it being harded-coded within the default battle system.
* Status inflictions such as "Beserk" can cause this involuntarily. If all of the player's characters get it, the player may have no control at all.

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** Most of the games produced with the vanilla VideoGame/RPGMaker UsefulNotes/RPGMaker 2000 and 2003 will have the same feature due to it being harded-coded within the default battle system.
* Status inflictions such as "Beserk" "Berserk" can cause this involuntarily. If all of the player's characters get it, the player may have no control at all.

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* The ''VideoGame/DragonQuest'' games have selectable AI for party members, (probably) starting from ''VideoGame/DragonQuestIV''. In the original version of ''VideoGame/DragonQuestIV'', there's no manual control in the final chapter of the game. The hero can never be put on AI. Not a perfect example because the AI can do things that the player cannot, such as healing another character on the same turn they got hurt, something the player wouldn't be able to know in advance due to not knowing which characters the enemy decides to attack that turn.

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* The ''VideoGame/DragonQuest'' games have selectable AI for party members, (probably) starting from ''VideoGame/DragonQuestIV''. ''VideoGame/DragonQuestIV''.
**
In the original version of ''VideoGame/DragonQuestIV'', there's no manual control in the final chapter of the game. The hero can never be put on AI. Not a perfect example because the AI can do things that the player cannot, such as healing another character on the same turn they got hurt, something the player wouldn't be able to know in advance due to not knowing which characters the enemy decides to attack that turn.turn.
** ''VideoGame/DragonQuestVI'' allows you to take all 8 party members with you in a dungeon, and the hero can be put in the back while setting the 4 frontliners to AI control. This makes grinding a lot less tedious, as the AI applies TheComputerIsACheatingBastard in your favor, like knowing which enemies have the least health or not bothering with status spells they know won't hit/using status spells with a high chance of success, all of which are invisible to the player.


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* ''{{VideoGame/Pharaoh}}'':
** The Overseer of Commerce can be relied on to automatically adjust the yearly limits of goods being imported/exported in accordance to the city's current needs (for example, if exporting pottery surplus when above 800 units and another city requests 500 pots, the exports only resume if you have 1300 pots). Unfortunately, this results in a few issues like you city being bankrupted because the overseer is trying to import ''all'' of a pyramid's buildings materials at once, even though the pyramid is only build with a few loads at a time. The actual amount of storage devoted to goods is also up to the player, so while thee may a large amount of goods being brought in, only a small amount is actually exchanged.
** The Political Overseer will inform you of whenever requested goods are available in sufficient quantities. He unfortunately doesn't do so immediately after the goods are deposited, and more than once he'll give you the message ''just'' after the deadline passes.
** Workers can be assigned to various tasks like industry, food, infrastructure... When left alone, these are usually more or less balanced, but as CriticalStaffingShortage is the biggest headache in the game it's usually necessary to manually assign priorities (especially infrastructure).
* Later games in the ''VideoGame/CityBuildingSeries'' like ''VideoGame/ZeusMasterOfOympus'' and ''VideoGame/EmperorRiseOfTheMiddleKingdom'' allow troop deployments and battles to be fought by the AI. Unfortunately, the AI tends to stick the units at predetermined points instead of taking into account the city's expansion, leading to needlessly lost buildings. Fortunately, these games finally allow you to skip battle altogether by bribing the enemies.
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This may seem to run counter to the entire point of video games, but the medium is not just about poking at stuff - it's about poking at fresh and interesting stuff. The player who cheerfully clicks through a lot of controls to found a moonbase will be a lot less enthusiastic about clicking through the same controls 50 times over to resupply and expand it. Once he's progressed to forging the [[TheEmpire Great Galactic Empire]] of [[BigFuckingGun Really Big]] [[FrickinLaserBeams Laser Guns]], optimizing planetary shuttle schedules will just be a nuisance.

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This may seem to run counter to the entire point of video games, but the medium is not just about poking at stuff - -- it's about poking at fresh and interesting stuff. The player who cheerfully clicks through a lot of controls to found a moonbase will be a lot less enthusiastic about clicking through the same controls 50 times over to resupply and expand it. Once he's progressed to forging the [[TheEmpire Great Galactic Empire]] of [[BigFuckingGun Really Big]] [[FrickinLaserBeams Laser Guns]], optimizing planetary shuttle schedules will just be a nuisance.



Worst of all, ArtificialStupidity is waiting for a chance to show its ugly face. The player might be winning glorious victories or building wonders to stand the best of time; it's just going to be frustrating if he has to do it by shepherding a computer that should know better. Still, automation is often important in keeping a game fun and challenging.

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Worst of all, ArtificialStupidity is waiting for a chance to show its ugly face. The player might be winning glorious victories or building wonders to stand the best of time; it's just going to be frustrating if he has to do it by shepherding a computer VideoGameAI that should know better. Still, automation is often important in keeping a game fun and challenging.
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* A few fighting games such as ''Videogame/TheKingOfFighters'' have a built-in macro system where you can assign complex commands (provided that you understand how the commands work; they usually will also account for amounts of frames in between commands) into one button, so that by pressing the button your character will do the commands automatically.


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* ''Videogame/KantaiCollection'' has sorties of your [[MoeAnthropomorphism ship girls]] largely being automated, both in navigating between the nodes and during encounters with enemy fleet. During this, the only control the player ("Admiral") has is to decide whether to continue to the next node(s), or to retreat, after each battle finishes.
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* All core ''Franchise/DragonAge'' games use companion behavior customization similar to the Gambit system from ''[=FF12=]''. The [[https://dragonage.fandom.com/wiki/Tactics_(Origins) Tactics]] [[https://dragonage.fandom.com/wiki/Tactics_(Dragon_Age_II) system]] in both ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' allow you to pair arbitrary triggers with available actions (and even chaining multiple tactics with each other), with the number of available trigger-action rules limited by CharacterLevel and (in ''Origins'') by the Combat Tactics SkillScore. While the [[https://dragonage.fandom.com/wiki/Codex_entry:_Behaviors Behaviors]] system in ''VideoGame/DragonAgeInquisition'' is massively scaled down, only allow you to customize your companions' enemy targeting behavior, stamina/mana thresholds for using special abilities, and HP thresholds for consuming potions.

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* All core ''Franchise/DragonAge'' games use companion behavior customization similar to the Gambit system from ''[=FF12=]''. The [[https://dragonage.fandom.com/wiki/Tactics_(Origins) Tactics]] [[https://dragonage.fandom.com/wiki/Tactics_(Dragon_Age_II) system]] in both ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' allow allows you to pair arbitrary triggers with available executable actions (and even chaining multiple tactics with each other), with the number of available trigger-action rules slots per character limited by CharacterLevel and (in ''Origins'') by the Combat Tactics SkillScore. While Meanwhile, the [[https://dragonage.fandom.com/wiki/Codex_entry:_Behaviors Behaviors]] system in ''VideoGame/DragonAgeInquisition'' is massively scaled down, only allow allowing you to customize your companions' enemy targeting behavior, stamina/mana thresholds for using special abilities, and HP thresholds for consuming potions.
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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's a ProgrammingGame. VideoGameDelegationPenalty is when automating gameplay function makes them less effective than humans running them. For the application of this trope to economy, see AIGeneratedEconomy.

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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's an IdleGame or a ProgrammingGame. VideoGameDelegationPenalty is when automating gameplay function makes them less effective than humans running them. For the application of this trope to economy, see AIGeneratedEconomy.
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* All core ''Franchise/DragonAge'' games use companion behavior customization similar to the Gambit system from ''FF12''. The [[https://dragonage.fandom.com/wiki/Tactics_(Origins) Tactics]] [[https://dragonage.fandom.com/wiki/Tactics_(Dragon_Age_II) system]] in both ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' allow you to pair arbitrary triggers with available actions (and even chaining multiple tactics with each other), while the [[https://dragonage.fandom.com/wiki/Codex_entry:_Behaviors Behaviors]] system in ''VideoGame/DragonAgeInquisition'' is massively scaled down, only allow you to customize your companions' enemy targeting behavior, stamina/mana thresholds for using special abilities, and HP thresholds for consuming potions.

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* All core ''Franchise/DragonAge'' games use companion behavior customization similar to the Gambit system from ''FF12''.''[=FF12=]''. The [[https://dragonage.fandom.com/wiki/Tactics_(Origins) Tactics]] [[https://dragonage.fandom.com/wiki/Tactics_(Dragon_Age_II) system]] in both ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' allow you to pair arbitrary triggers with available actions (and even chaining multiple tactics with each other), while with the number of available trigger-action rules limited by CharacterLevel and (in ''Origins'') by the Combat Tactics SkillScore. While the [[https://dragonage.fandom.com/wiki/Codex_entry:_Behaviors Behaviors]] system in ''VideoGame/DragonAgeInquisition'' is massively scaled down, only allow you to customize your companions' enemy targeting behavior, stamina/mana thresholds for using special abilities, and HP thresholds for consuming potions.
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* All core ''Franchise/DragonAge'' games use companion behavior customization similar to the Gambit system from ''FF12''. The [[https://dragonage.fandom.com/wiki/Tactics_(Origins) Tactics]] [[https://dragonage.fandom.com/wiki/Tactics_(Dragon_Age_II) system]] in both ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' allow you to pair arbitrary triggers with available actions (and even chaining multiple tactics with each other), while the [[https://dragonage.fandom.com/wiki/Codex_entry:_Behaviors Behaviors]] system in ''VideoGame/DragonAgeInquisition'' is massively scaled down, only allow you to customize your companions' enemy targeting behavior, stamina/mana thresholds for using special abilities, and HP thresholds for consuming potions.
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%% Image selected via crowner in the Image Suggestion thread: https://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions85
%% Please do not change or remove without starting a new thread.
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[[quoteright:350:[[VideoGame/{{Miitopia}} https://static.tvtropes.org/pmwiki/pub/images/gameplay_automation_7.png]]]]
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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's a ProgrammingGame. For the application of this trope to economy, see AIGeneratedEconomy.

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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's a ProgrammingGame. VideoGameDelegationPenalty is when automating gameplay function makes them less effective than humans running them. For the application of this trope to economy, see AIGeneratedEconomy.
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* ''VideoGame/{{Stellaris}}'' goes further than most and forces the player to assign most of the star systems they control to AI governors. Not only does this reduce the income from them, but the AI is not exactly great at its job. Unfortunately, modding this out to allow the player to control everything demonstrates exactly why this trope is popular, since having to micromanage 100 planets or more can quickly get frustrating.
* ''VideoGame/CrusaderKings'' 2 is based entirely around this trope. As a feudal lord, the player has very limited control over their vassals, along with strict limits on how much land they can personally control. The core gameplay revolves around keeping everyone happy so that they'll actually do what you want; failing to do so will not only result in a weaker economy and military, your governors can outright rebel and try to break away into independence.
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* An interesting example in ''VideoGame/EveOnline''. Flying long routes across many systems can take a long time, and the autopilot allows the player to let the computer handle it. However, the autopilot will always warp to 10km away from objects such as jump gates, meaning the journey can actually end up quite a bit slower overall, as well as potentially being much more vulnerable to attack.
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%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

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%% ZeroContextExample Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

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Automation affects the very core of the experience, so it's remarkably easy to screw up. Take away the same player's shuttlecraft once his empire discovers warp travel: he may have appreciated the break from cutthroat scheming against the Star Federation With Lots of Missiles, he may have wanted to savor the feeling of taking care of his little future people, or he may not have cared about the shuttles, yet dislike the feeling of [[{{Railroading}} being railroaded]].

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Automation affects the very core of the experience, so it's remarkably easy to screw up. Take away the same player's shuttlecraft once his empire discovers warp travel: he may have appreciated the break from cutthroat scheming against the Star Federation With Lots of Missiles, he may have wanted to savor the feeling of taking care of his little future people, or he may not have cared about the shuttles, yet dislike the feeling of [[{{Railroading}} being railroaded]].
{{railroad|ing}}ed.



* Players of the ''[[VideoGame/{{X}} X-Universe]]'' games have developed an impressive array of techniques to automate virtually every aspect of their trade empires using the default scripts and [[OfficialFanSubmittedContent add-on Bonus Pack]]. These range from using freighters as warehouses to vast automated {{Asteroid Min|ers}}ing networks on up to fleet logistics techniques. And that's before you get into the games' [[GameMod moddability]], which can add scripts to improve fleet control and carrier operations, among other things. Even the vanilla game has hefty automation, with automatic traders and the Autopilot ([[ArtificialStupidity better known as the Autopillock]]), which can dock, fly, explore, and engage in combat with minimal player intervention.

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* Players of the ''[[VideoGame/{{X}} X-Universe]]'' ''VideoGame/{{X}}-Universe'' games have developed an impressive array of techniques to automate virtually every aspect of their trade empires using the default scripts and [[OfficialFanSubmittedContent add-on Bonus Pack]]. These range from using freighters as warehouses to vast automated {{Asteroid Min|ers}}ing networks on up to fleet logistics techniques. And that's before you get into the games' [[GameMod moddability]], which can add scripts to improve fleet control and carrier operations, among other things. Even the vanilla game has hefty automation, with automatic traders and the Autopilot ([[ArtificialStupidity better known as the Autopillock]]), which can dock, fly, explore, and engage in combat with minimal player intervention.



* In ''VideoGame/{{Minecraft}}'' doesn't have any built-in automation, but it's easy for the player to build their own automatic or one-button devices to collect certain resources, up to and including "mob grinders" that spawn monsters, kill them and collect the loot all by themselves.

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* In ''VideoGame/{{Minecraft}}'' doesn't have any built-in automation, but it's easy for the player to build their own automatic or one-button devices to collect certain resources, up to and including "mob grinders" that spawn monsters, kill them and collect the loot all by themselves.



*** ''{{VideoGame/Thaumcraft}}'' is an odd apple due to having unorthodox automation: Essentia pipes for transporting Essentia, Vis relays (wireless transfer of vis via crystals) and the well-known [[{{Golem}} golems]], used for numerous different types of complex automation like smart item transfer, tree chopping, mob killing and fishing.

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*** ''{{VideoGame/Thaumcraft}}'' is an odd apple due to having unorthodox automation: Essentia pipes for transporting Essentia, Vis relays (wireless transfer of vis via crystals) and the well-known [[{{Golem}} golems]], {{golem}}s, used for numerous different types of complex automation like smart item transfer, tree chopping, mob killing and fishing.



* ''VideoGame/FTLFasterThanLight'' lets you set your ship's guns to automatically retarget the spot after firing. This is useful with Engi cruiser A whose only starting gun is a quick-firing ion cannon that is mostly useless without an accompanying AttackDrone (which is mostly useless without something to break through enemies' DeflectorShields). Or a [[GatlingGood Vulcan laser]] that after a few shots takes only about a second to fire.



* ''VideoGame/LastScenario'' features a battle command that automatically starts the turn with your characters set to attack enemies.



* In ''VideoGame/TenMinuteSpaceStrategy'', you can press a button to (nearly instantly) skip a battle to see the results. There's no harm in doing as battles are entirely automatic anyway.



* ''VideoGame/{{Elite}}'', and by extension the fan remake ''VideoGame/{{Oolite}}'', have a simple "docking computer" upgrade for your ship that eliminates the frustrating business of trying to match rotation speed with a space station and fly into a none-too-large airlock. The sequel ''Frontier: Elite II'' had a more sophisticated one that acted as a sort of FastTravel mechanism.
* Various ingenious hacks for ''VideoGame/DwarfFortress'' have been devised to enable you to automatically order ''n'' "Brew Drink" tasks if the total stockpiled quantity of booze dips below a specified number, or tell your miners to start digging out that ore-bearing tile and keep going until they reach the end of the vein. The latter was [[AscendedMod made an official feature in the most recent update]].

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* ''VideoGame/{{Elite}}'', and by extension the fan remake ''VideoGame/{{Oolite}}'', have a simple "docking computer" upgrade for your ship that eliminates the frustrating business of trying to match rotation speed with a space station and fly into a none-too-large airlock. The sequel ''Frontier: Elite II'' had a more sophisticated one that acted as a sort of FastTravel mechanism.
ZipMode.
* Various ingenious hacks for ''VideoGame/DwarfFortress'' have been devised to enable you to automatically order ''n'' "Brew Drink" tasks if the total stockpiled quantity of booze dips below a specified number, or tell your miners to start digging out that ore-bearing tile and keep going until they reach the end of the vein. The latter was [[AscendedMod [[ApprovalOfGod made an official feature in the most recent update]].a newer update]].
* In ''VideoGame/{{Orbiter}}'' you could use thrusters to stop your spacecraft's rotation, or you could flip a switch to let your computer do it with extra precision.
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This may seem to run counter to the entire point of video games, but the medium is not just about poking at stuff - it's about poking at fresh and interesting stuff. The player who cheerfully clicks through a lot of controls to found a moonbase will be a lot less enthusiastic about clicking through the same controls 50 times over to resupply and expand it. Once he's progressed to forging the Great Galactic Empire of Really Big Laser Guns, optimizing planetary shuttle schedules will just be a nuisance.

to:

This may seem to run counter to the entire point of video games, but the medium is not just about poking at stuff - it's about poking at fresh and interesting stuff. The player who cheerfully clicks through a lot of controls to found a moonbase will be a lot less enthusiastic about clicking through the same controls 50 times over to resupply and expand it. Once he's progressed to forging the [[TheEmpire Great Galactic Empire Empire]] of [[BigFuckingGun Really Big Big]] [[FrickinLaserBeams Laser Guns, Guns]], optimizing planetary shuttle schedules will just be a nuisance.
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* Many computer ''{{Mahjong}}'' games have several such features for the player's convenience:

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* Many computer ''{{Mahjong}}'' ''TabletopGame/{{Mahjong}}'' games have several such features for the player's convenience:
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* ''VideoGame/{{Miitopia}}'' allows you to let the AI control the playable character during battles (the rest of the party is ''always'' AI-cotrolled). It can be switched to player-control anytime, and the player still can use the Sprinkes or move one Mii to the rest area anytime he wants.

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* ''VideoGame/{{Miitopia}}'' allows you to let the AI control the playable character during battles (the rest of the party is ''always'' AI-cotrolled).AI-controlled). It can be switched to player-control anytime, and the player still can use the Sprinkes or move one Mii to the rest area anytime he wants.
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* ''VideoGame/{{Miitopia}}'' allows you to let the AI control the playable character during battles (the rest of the party is ''always'' AI-cotrolled). It can be switched to player-control anytime, and the player still can use the Sprinkes or move one Mii to the rest area anytime he wants.
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I want to cut the Main redirect.


* ''AlterAILA''

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* ''AlterAILA''''VideoGame/AlterAILA''
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* Games in the ''Franchise/TalesSeries'' allow you to set your characters to Auto, so you can watch your AI party members battle AI opponents. Usually, this is not sufficient against bosses, unless the party is severely overlevelled, but can work against normal or low-level enemies.

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* Games in the ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' allow you to set your characters to Auto, so you can watch your AI party members battle AI opponents. Usually, this is not sufficient against bosses, unless the party is severely overlevelled, but can work against normal or low-level enemies.


See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's a ProgrammingGame.

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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's a ProgrammingGame. For the application of this trope to economy, see AIGeneratedEconomy.

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Improved example folders. Could still be improved, though


* ''Starflight 2: Trade Routes of the Cloud Nebula'' has a mineral probe, which can be deployed from a planetary lander to gather selected types of resources. It's a real timesaver since the player usually lands to look for trade centers and ruins, which are more lucrative, but needs stocks of metals on hand for repairs.

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* ''Starflight ''[[VideoGame/{{Starflight}} Starflight 2: Trade Routes of the Cloud Nebula'' Nebula]]'' has a mineral probe, which can be deployed from a planetary lander to gather selected types of resources. It's a real timesaver since the player usually lands to look for trade centers and ruins, which are more lucrative, but needs stocks of metals on hand for repairs.



* ''VideoGame/{{Fallout4}} '' features the option to establish supply routes between the player's various settlements for those with sufficiently high charimsa, who take the required perk. This does absolutely nothing the player can't do themselves - required supplies can be taken from a workbench in one settlement and fast-travelled to another with no real effort - but it relieves the mind-numbing tedium of having to do it all yourself.

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* ''VideoGame/{{Fallout4}} ''VideoGame/Fallout4 '' features the option to establish supply routes between the player's various settlements for those with sufficiently high charimsa, who take the required perk. This does absolutely nothing the player can't do themselves - required supplies can be taken from a workbench in one settlement and fast-travelled to another with no real effort - but it relieves the mind-numbing tedium of having to do it all yourself.



* Many computer {{Mahjong}} games have several such features for the player's convenience:

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* Many computer {{Mahjong}} ''{{Mahjong}}'' games have several such features for the player's convenience:



* Globulation2 RTS doesn't allow you to manage separate units at all. You set the number of units that should be performing various tasks and the units divide the tasks somehow. Then there is a set of methods to prevent units from doing various stupid things…

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* Globulation2 RTS [[VideoGame/{{Globulation}} Globulation 2]] doesn't allow you to manage separate units at all. You set the number of units that should be performing various tasks and the units divide the tasks somehow. Then there is a set of methods to prevent units from doing various stupid things…



* VideoGame/CommandAndConquerTiberiumWars features an auto-resolve feature for battles in Global Conquest mode - which is useful, since otherwise some ForegoneConclusion battles have to be played out. Unfortunately, the decision making process for auto-resolve is.... questionable. This will often see the player incur horrible defeats in battles they would have won effortlessly if they had commanded the battle themselves and given pretty much any attack order at all.

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* VideoGame/CommandAndConquerTiberiumWars ''VideoGame/CommandAndConquerTiberiumWars'' features an auto-resolve feature for battles in Global Conquest mode - which is useful, since otherwise some ForegoneConclusion battles have to be played out. Unfortunately, the decision making process for auto-resolve is.... questionable. This will often see the player incur horrible defeats in battles they would have won effortlessly if they had commanded the battle themselves and given pretty much any attack order at all.




!!Autopilot

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\n!!Autopilot\n[[/folder]]

!!!Autopilot



[[folder:Examples]]




!!Governor

Games with a strong focus on building a complex infrastructure, such as those of the {{4X}} genre, or complicated RealTimeStrategy games, will often provide the player with the option to hand off certain menial tasks to the AI, such as exploring or building roads. The efficacy of this varies greatly between games and the nature of the task; sometimes, the AI will simply be programmed to perform the task randomly if the player would have been unable to do it much better, and other times the results will depend on the in-game attributes of the "governor" assigned.

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\n!!Governor\n\n[[/folder]]

!!!Governor

Games with a strong focus on building a complex infrastructure, such as those of the {{4X}} FourX genre, or complicated RealTimeStrategy games, will often provide the player with the option to hand off certain menial tasks to the AI, such as exploring or building roads. The efficacy of this varies greatly between games and the nature of the task; sometimes, the AI will simply be programmed to perform the task randomly if the player would have been unable to do it much better, and other times the results will depend on the in-game attributes of the "governor" assigned.

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Organized into folders


[[foldercontrol]]

[[folder:General examples]]



* In ''Videogame/ForzaMotorsport,'' you can hire AI drivers to do the racing for you. The trade-off is that this cuts into the prize money, though the AI is basically guaranteed a victory, as it's even better at racing than the resident BadassDriver, M. Rossi.

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* In ''Videogame/ForzaMotorsport,'' ''VideoGame/ForzaMotorsport,'' you can hire AI drivers to do the racing for you. The trade-off is that this cuts into the prize money, though the AI is basically guaranteed a victory, as it's even better at racing than the resident BadassDriver, M. Rossi.



* ''Videogame/JadeDynasty'' has a built-in bot that can perform a wide variety of actions for the player, though it may be stymied by unforeseen situations. Use is unlimited up to level 90, after which its energy must be refilled regularly.

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* ''Videogame/JadeDynasty'' ''VideoGame/JadeDynasty'' has a built-in bot that can perform a wide variety of actions for the player, though it may be stymied by unforeseen situations. Use is unlimited up to level 90, after which its energy must be refilled regularly.



* The factory building game, ''Videogame/{{Factorio}}'', is all about gameplay automation. The player starts with no machinery beyond simple automated mining drills, and must ferry fuel and ore around between refineries to get their factory going. Each successive tier of Automation Research grants more and more advanced assembler machinery that can take assembling items off your hands and automate it. Rail and Logistics networks likewise allow more automation, with rail being great for shipping in raw materials from afar, and logistics being great for ferrying small high-value items between assemblers in a factory without having to route new conveyor belts.

!!Auto-battle

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* The factory building game, ''Videogame/{{Factorio}}'', ''VideoGame/{{Factorio}}'', is all about gameplay automation. The player starts with no machinery beyond simple automated mining drills, and must ferry fuel and ore around between refineries to get their factory going. Each successive tier of Automation Research grants more and more advanced assembler machinery that can take assembling items off your hands and automate it. Rail and Logistics networks likewise allow more automation, with rail being great for shipping in raw materials from afar, and logistics being great for ferrying small high-value items between assemblers in a factory without having to route new conveyor belts.

!!Auto-battle
belts.
[[/folder]]

!!!Auto-battle:



[[folder:General examples]]



** ''Videogame/FinalFantasyBraveExvius'' has two kinds of these: one of them is the typical auto battle found in other titles, while the other simply reselects your party's last set of actions and executes them.
* In the ''Videogame/MonsterRancher'' series, you generally have the option to give your monster orders during battle, or letting them fight as they will. If your monster has low Loyalty, letting it choose its own moves reduces the chances that it will become confused and stall. [[ArtificialStupidity On the other hand...]]

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** ''Videogame/FinalFantasyBraveExvius'' ''VideoGame/FinalFantasyBraveExvius'' has two kinds of these: one of them is the typical auto battle found in other titles, while the other simply reselects your party's last set of actions and executes them.
* In the ''Videogame/MonsterRancher'' ''VideoGame/MonsterRancher'' series, you generally have the option to give your monster orders during battle, or letting them fight as they will. If your monster has low Loyalty, letting it choose its own moves reduces the chances that it will become confused and stall. [[ArtificialStupidity On the other hand...]]



* ''Videogame/EarthBound'' allows one to enable Auto-Play for a particular battle. Unfortunately, it can not be switched off until the battle is over.

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* ''Videogame/EarthBound'' ''VideoGame/EarthBound'' allows one to enable Auto-Play for a particular battle. Unfortunately, it can not be switched off until the battle is over.




[[AC:Default attack automation]]

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\n[[AC:Default [[/folder]]

[[folder:Default
attack automation]]




!!Auto-resolve

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\n!!Auto-resolve\n[[/folder]]

!!!Auto-resolve:



* In ''Videogame/AgeOfWonders'', when entering a battle you have the option of either directing your troops manually, or letting the computer instantly decide the outcome of the battle. The computer doesn't use your spells and doesn't take into account strategies and tactics you might have used, so it's best used when victory is all but certain anyway.

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[[folder:Examples]]
* In ''Videogame/AgeOfWonders'', ''VideoGame/AgeOfWonders'', when entering a battle you have the option of either directing your troops manually, or letting the computer instantly decide the outcome of the battle. The computer doesn't use your spells and doesn't take into account strategies and tactics you might have used, so it's best used when victory is all but certain anyway.



* Every game in the ''Videogame/TotalWar'' series. It's useful for chasing stragglers.

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* Every game in the ''Videogame/TotalWar'' ''VideoGame/TotalWar'' series. It's useful for chasing stragglers.



%%* ''Videogame/SwordOfTheStars''.
* ''[[Videogame/DawnOfWar Dawn of War: Dark Crusade]]'' for defending territories that the player has already captured. You can improve your odds by increasing the amount of troops you start with, and since you start the level with every structure you had built on the last playthrough. However, it is not failsafe, as the computer doesn't understand the concept of [[InstantWinCondition killing the HQ for instant victory.]]

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%%* ''Videogame/SwordOfTheStars''.
''VideoGame/SwordOfTheStars''.
* ''[[Videogame/DawnOfWar Dawn of War: ''VideoGame/DawnOfWar: Dark Crusade]]'' Crusade'' for defending territories that the player has already captured. You can improve your odds by increasing the amount of troops you start with, and since you start the level with every structure you had built on the last playthrough. However, it is not failsafe, as the computer doesn't understand the concept of [[InstantWinCondition killing the HQ for instant victory.]]



* ''Videogame/{{Earthbound}}'': PreexistingEncounters that are too weak to pose a challenge will move away from the player characters, and touching one will trigger an automatic victory (with the spoils!).

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* ''Videogame/{{Earthbound}}'': ''VideoGame/{{Earthbound}}'': PreexistingEncounters that are too weak to pose a challenge will move away from the player characters, and touching one will trigger an automatic victory (with the spoils!).



* ''Videogame/EndlessSpace'' and ''Videogame/EndlessLegend'' both feature an auto-resolve button to quickly end battles. In ''Endless Space'', battles are for the most part strictly mathematical in nature anyways - as you can't directly order ships around - and you don't lose much from auto-resolving, as you can still call out tactics in the pre-battle setup. However, in ''Endless Legend'', which has GeoEffects and direct unit movement and attack orders, battles can be hilariously one-sided with autoresolve - such as the game predicting a 1% chance of success with autoresolve, while [[CurbStompBattle you could stomp them in normal battle]] - under certain conditions.

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* ''Videogame/EndlessSpace'' ''VideoGame/EndlessSpace'' and ''Videogame/EndlessLegend'' ''VideoGame/EndlessLegend'' both feature an auto-resolve button to quickly end battles. In ''Endless Space'', battles are for the most part strictly mathematical in nature anyways - as you can't directly order ships around - and you don't lose much from auto-resolving, as you can still call out tactics in the pre-battle setup. However, in ''Endless Legend'', which has GeoEffects and direct unit movement and attack orders, battles can be hilariously one-sided with autoresolve - such as the game predicting a 1% chance of success with autoresolve, while [[CurbStompBattle you could stomp them in normal battle]] - under certain conditions.



* A minor example in ''Videogame/AceCombat'' -- you can activate the autopilot, which will immediately set you to straight and level flight on whatever heading your nose is currently pointed. The only real use for this is to level yourself out in a dark or cloudy level after you've been dogfighting like mad and are no longer sure which way is up.

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* A minor example in ''Videogame/AceCombat'' ''VideoGame/AceCombat'' -- you can activate the autopilot, which will immediately set you to straight and level flight on whatever heading your nose is currently pointed. The only real use for this is to level yourself out in a dark or cloudy level after you've been dogfighting like mad and are no longer sure which way is up.



* In the {{Roguelike}} ''Videogame/PokemonMysteryDungeon'', holding the B button causes the player to "sprint", where the game fast-forwards their movement in a straight line until something interesting (fork in the road, hostile Pokemon, etc.) happens. Holding B A at the same time causes the game to fast-forward with the leader standing in place, primarily as a means for regenerating HP.
* The ''Videogame/{{Descent}}'' series: As a means of helping traditional FPS gamers adjust to its zero-gravity nature, ''Descent'' has a control option to automatically align the player's ship at 90-degree angles to nearby floors/walls so that they can maneuver around it without slight tilts getting in the way.

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* In the {{Roguelike}} ''Videogame/PokemonMysteryDungeon'', ''VideoGame/PokemonMysteryDungeon'', holding the B button causes the player to "sprint", where the game fast-forwards their movement in a straight line until something interesting (fork in the road, hostile Pokemon, etc.) happens. Holding B A at the same time causes the game to fast-forward with the leader standing in place, primarily as a means for regenerating HP.
* The ''Videogame/{{Descent}}'' ''VideoGame/{{Descent}}'' series: As a means of helping traditional FPS gamers adjust to its zero-gravity nature, ''Descent'' has a control option to automatically align the player's ship at 90-degree angles to nearby floors/walls so that they can maneuver around it without slight tilts getting in the way.



* Various ingenious hacks for ''VideoGame/DwarfFortress'' have been devised to enable you to automatically order ''n'' "Brew Drink" tasks if the total stockpiled quantity of booze dips below a specified number, or tell your miners to start digging out that ore-bearing tile and keep going until they reach the end of the vein. [[AscendedMod The latter was made an official feature in the most recent update.]]

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* Various ingenious hacks for ''VideoGame/DwarfFortress'' have been devised to enable you to automatically order ''n'' "Brew Drink" tasks if the total stockpiled quantity of booze dips below a specified number, or tell your miners to start digging out that ore-bearing tile and keep going until they reach the end of the vein. [[AscendedMod The latter was [[AscendedMod made an official feature in the most recent update.]]update]].



%%* ''Videogame/MasterOfMagic'' has the Grand Vizier function. Unfortunately it could only be toggled on and off for the whole empire, not configured or limited to the least interesting spots.

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[[folder:Examples]]
%%* ''Videogame/MasterOfMagic'' ''VideoGame/MasterOfMagic'' has the Grand Vizier function. Unfortunately it could only be toggled on and off for the whole empire, not configured or limited to the least interesting spots.



* ''Videogame/FreeCiv'' adds build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue. You can also tell workers to auto-improve tiles, and even tell soldiers and scouts to auto-explore the area, with varying degrees of effectiveness.
* ''Videogame/SidMeiersAlphaCentauri'' has the Governor function, with five different modes (explore, discover, build, conquer, no priority) and eighteen settings ("governor may produce land combat units", "governor sets new units to 'fully automate', etc.).
* ''Videogame/GalacticCivilizationsII'' has planetary governors that will automatically decide what to do on particular planets for you.

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* ''Videogame/FreeCiv'' ''VideoGame/FreeCiv'' adds build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue. You can also tell workers to auto-improve tiles, and even tell soldiers and scouts to auto-explore the area, with varying degrees of effectiveness.
* ''Videogame/SidMeiersAlphaCentauri'' ''VideoGame/SidMeiersAlphaCentauri'' has the Governor function, with five different modes (explore, discover, build, conquer, no priority) and eighteen settings ("governor may produce land combat units", "governor sets new units to 'fully automate', etc.).
* ''Videogame/GalacticCivilizationsII'' ''VideoGame/GalacticCivilizationsII'' has planetary governors that will automatically decide what to do on particular planets for you.



* ''Videogame/DungeonKeeper'' has a selection of different assistants that help build your dungeon for you. You can choose it to be defensive or aggressive, set it to dig out the rock, or just lay the tiles out for rooms. Its usefulness, however, is quite limited.
* ''Videogame/StarRuler'' features pre-defined governor settings which can be applied to individual planets or across your entire empire, specializing in production certain materials or research. Governors are, by default, automatically assigned to planets based on the size of the planet and the anomalies present. Some governor types will even produce small bombers and fighters to fight off enemies in the system.

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* ''Videogame/DungeonKeeper'' ''VideoGame/DungeonKeeper'' has a selection of different assistants that help build your dungeon for you. You can choose it to be defensive or aggressive, set it to dig out the rock, or just lay the tiles out for rooms. Its usefulness, however, is quite limited.
* ''Videogame/StarRuler'' ''VideoGame/StarRuler'' features pre-defined governor settings which can be applied to individual planets or across your entire empire, specializing in production certain materials or research. Governors are, by default, automatically assigned to planets based on the size of the planet and the anomalies present. Some governor types will even produce small bombers and fighters to fight off enemies in the system.


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[[/folder]]
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* Most RealTimeStrategy games (or strategy games in general) will automate workers for gathering resources once you've set them up, or if a worker is very specific, it will do its job once it's created. You can effectively ignore them until they are needed elsewhere. Likewise, your combat units will attack any enemy on sight. In some cases, they'll pursue them for some time. More recent game will also have units react automatically given a situation (supposedly). For example, in ''CompanyOfHeroes'', units that get attacked will find the nearest cover, but they won't move from their spot where you left them at.

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* Most RealTimeStrategy games (or strategy games in general) will automate workers for gathering resources once you've set them up, or if a worker is very specific, it will do its job once it's created. You can effectively ignore them until they are needed elsewhere. Likewise, your combat units will attack any enemy on sight. In some cases, they'll pursue them for some time. More recent game will also have units react automatically given a situation (supposedly). For example, in ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', units that get attacked will find the nearest cover, but they won't move from their spot where you left them at.

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