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Changed line(s) 21 (click to see context) from:
An attack, weapon, munition, ability, etc. that is really effective against buildings and structures.
to:
An attack, weapon, munition, ability, etc. that is really effective against buildings and enemy structures.
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* AntiStructure \\
An attack, weapon, munition, ability, etc. that is really effective against buildings and structures.
An attack, weapon, munition, ability, etc. that is really effective against buildings and structures.
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Changed line(s) 7 (click to see context) from:
A type of FanFiction for strategy games that involves a blow-by-blow description of a mission and / or campaign.
to:
A type of FanFiction for strategy games that involves a blow-by-blow description of a mission and / or campaign. campaign.
* AIGeneratedEconomy \\
The computer controls the economy of the game's world.
* AIGeneratedEconomy \\
The computer controls the economy of the game's world.
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* AllSwordsAreTheSame \\
All weapons of a specific type will look and play exactly the same.
All weapons of a specific type will look and play exactly the same.
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* AllSwordsAreTheSame \\
All weapons of a specific type will look and play exactly the same.
All weapons of a specific type will look and play exactly the same.
* StartingUnits \\
In strategy games, you sometimes have units at the start that you can't train or create more of.
In strategy games, you sometimes have units at the start that you can't train or create more of.
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* StartingUnits \\
In strategy games, you sometimes have units at the start that you can't train or create more of.
In strategy games, you sometimes have units at the start that you can't train or create more of.
** NoRecycling \\
You can't scavenge debris for usable materials.
You can't scavenge debris for usable materials.
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** NoRecycling \\
You can't scavenge debris for usable materials.
You can't scavenge debris for usable materials.
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* EasyCommunication \\
Once you issue an order, it will be carried out instantly without having to go through any channels.
Once you issue an order, it will be carried out instantly without having to go through any channels.
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* DefenselessTransports \\
For game balance, units that carry other units have no weapons of their own.
For game balance, units that carry other units have no weapons of their own.
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None
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* TurnBasedStrategyRealTimeCombat\\
The strategic level gameplay is turn-based but tactical engagements play out in real time.
The strategic level gameplay is turn-based but tactical engagements play out in real time.
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None
* HardCodedHostility \\
A faction which cannot be negotiated with and is perpetually at war with every other faction.
* HeroMustSurvive \\
One of your units is a NPC that must not be allowed to die.
A faction which cannot be negotiated with and is perpetually at war with every other faction.
* HeroMustSurvive \\
One of your units is a NPC that must not be allowed to die.
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* HeroMustSurvive \\
One of your units is a NPC that must not be allowed to die.
One of your units is a NPC that must not be allowed to die.
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None
Changed line(s) 99 (click to see context) from:
An attack that always deals damage and can't be blocked, but can be dodged or interrupted.
to:
An attack that always deals damage and can't be blocked, but can blocked or guarded (but in most cases ''may'' be dodged or interrupted.interrupted instead).
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Infantrymen are ridiculously large when compared to vehicles and buildings.
to:
Infantrymen are appear ridiculously large when compared to vehicles and buildings.
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* AntiVehicle \\
An attack, weapon, munition, ability, etc. that is really effective against enemy vehicles.
An attack, weapon, munition, ability, etc. that is really effective against enemy vehicles.
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None
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* AntiInfantry \\
An attack, weapon, munition, ability, etc. that is really effective against enemies on foot.
An attack, weapon, munition, ability, etc. that is really effective against enemies on foot.
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* HeroUnit \\
A ([[AuthorityEqualsAsskicking usually very powerful]]) unit that represents the PlayerCharacter or other important character in the game's storyline.
A ([[AuthorityEqualsAsskicking usually very powerful]]) unit that represents the PlayerCharacter or other important character in the game's storyline.
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* AntiArmor \\
An attack, weapon, munition, ability, etc. that is really effective against armored enemies.
An attack, weapon, munition, ability, etc. that is really effective against armored enemies.
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None
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* ArmorPiercing \\
to:
* ArmorPiercing ArmorPiercingAttack \\
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None
Changed line(s) 7 (click to see context) from:
A type of FanFiction for strategy games that involves a blow-by-blow description of a campaign.
to:
A type of FanFiction for strategy games that involves a blow-by-blow description of a mission and / or campaign.
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None
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* AllSwordsAreTheSame \\
All weapons of a specific type will look and play exactly the same.
All weapons of a specific type will look and play exactly the same.
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None
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* UnblockableAttack \\
An attack that always deals damage and can't be blocked, but can be dodged or interrupted.
An attack that always deals damage and can't be blocked, but can be dodged or interrupted.
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None
Deleted line(s) 4,5 (click to see context) :
* ABaselessMission \\
A mission that does not provide you with a base in strategy games where bases are generally required.
A mission that does not provide you with a base in strategy games where bases are generally required.
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* BaselessMission \\
A mission that does not provide you with a base in strategy games where bases are generally required.
A mission that does not provide you with a base in strategy games where bases are generally required.
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None
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* ABaselessMission \\
A mission that does not provide you with a base in strategy games where bases are generally required.
A mission that does not provide you with a base in strategy games where bases are generally required.
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None
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* DeathOfAThousandCuts \\
Kill a very powerful enemy by just hitting it with weak attacks over and over again.
Kill a very powerful enemy by just hitting it with weak attacks over and over again.
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None
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* ColourCodedArmies\\
Units are colour coded so the player can tell their units from the enemy's.
Units are colour coded so the player can tell their units from the enemy's.
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listed \"Some Dexterity Required\" for what I hope should be obvious reasons
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* SomeDexterityRequired \\
In the real-time variety, being able to issue commands to your units more efficiently gives you an edge.
In the real-time variety, being able to issue commands to your units more efficiently gives you an edge.
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None
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* AreaOfEffect \\
Attacks that hit a wide area, rather than a specific target.
Attacks that hit a wide area, rather than a specific target.
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* SplashDamageAbuse \\
Abusing an attack's SplashDamage or AreaOfEffect to get enhanced performance.
Abusing an attack's SplashDamage or AreaOfEffect to get enhanced performance.
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Putting Resource Gathering Tropes togheter
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* NoRecycling \\
You can't scavenge debris for usable materials.
* NotPlayingFairWithResources \\
AI players in are able to acquire resources faster than the player or don't need any resources at all.
You can't scavenge debris for usable materials.
* NotPlayingFairWithResources \\
AI players in are able to acquire resources faster than the player or don't need any resources at all.
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* RefiningResources \\
You need to use "basic" resources to create "advanced" ones.
You need to use "basic" resources to create "advanced" ones.
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** NotPlayingFairWithResources \\
AI players in are able to acquire resources faster than the player or don't need any resources at all.
** RefiningResources \\
You need to use "basic" resources to create "advanced" ones.
** NoRecycling \\
You can't scavenge debris for usable materials.
AI players in are able to acquire resources faster than the player or don't need any resources at all.
** RefiningResources \\
You need to use "basic" resources to create "advanced" ones.
** NoRecycling \\
You can't scavenge debris for usable materials.
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None
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* HeroMustSurvive \\
One of your units is a NPC that must not be allowed to die.
One of your units is a NPC that must not be allowed to die.
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* ProtectionMission \\
Protect a stationary object from enemy attack.
Protect a stationary object from enemy attack.
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Changed line(s) 1,2 (click to see context) from:
A list of tropes related to RealTimeStrategy and TurnBasedStrategy games.
to:
A list of tropes related to RealTimeStrategy and TurnBasedStrategy games.
{{Strategy Game}}s.
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* WeatherOfWar \\
Weather drastically affects units.
Weather drastically affects units.
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Changed line(s) 8 (click to see context) from:
An attack, weapon, munition, ability, etc. that is really effective against flying enemies.
to:
An attack, weapon, munition, ability, etc. that is really effective against flying enemies. enemies.
* AntiCavalry \\
An attack, weapon, munition, ability, etc. that is really effective against mounted enemies.
* AntiCavalry \\
An attack, weapon, munition, ability, etc. that is really effective against mounted enemies.
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Need help on this one maybe
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* DefogOfWar \\
Lessens the obscurity of FogOfWar.
Lessens the obscurity of FogOfWar.