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Changed line(s) 41 (click to see context) from:
* AllThereInTheManual: The game came packaged with [[http://store.steampowered.com/manual/328450/ a highly detailed booklet]], giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
to:
* AllThereInTheManual: The game came packaged with [[http://store.steampowered.com/manual/328450/ a highly detailed booklet]], giving an [[TheAbridgedHistory abridged history and overview overview]] of every single race, including the two present that aren't actually ''playable''.
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* MistreatmentInducedBetrayal: In the backstory, the Cyth-Chch't-Tarth-Maug vs. Human-Re'Lu war had been going poorly for the latter pair until they were able to convince the Maug to switch sides, partly due to continued Cyth mistreatment of them for things like forcing them off their native planet to one much less suitable to them.
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* DetonationMoon: In the backstory, the Skirineen destroyed a quarter of Earth's moon to frighten Humans out of opposing them. It backfired as the Humans instead rallied into a frenzy and retaliated against them, beginning the downfall of the Skirineen's empire.
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trope merge with Recruiters Always Lie
Deleted line(s) 67 (click to see context) :
%%* JoinTheArmyTheySaid: Pretty much the basis of "The Deadlock Song".
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/518pz2fxezl_ac_sy1000.jpg]]
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* BetterOffSold: Art resources provide a small morale bonus to the city they're in, but only up to a limit. However, they're also quite valuable as a trade resource, either to other factions or to the Skirineen, which may lead you to treating them as this.
Deleted line(s) 86 (click to see context) :
* VendorTrash: Art resources provide a small morale bonus to the city they're in, but only up to a limit. However, they're also quite valuable as a trade resource, either to other factions or to the Skirineen, which may lead you to treating them as this.
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Changed line(s) 1 (click to see context) from:
-->''"Son, be a colonist", is what Dad said to me''\\
to:
Changed line(s) 10,20 (click to see context) from:
-->[spoken:] ''Kid, I'd like you to meet somebody. His OFFICIAL title is''
-->''"Commander", but I'd like you to think of him as more of a Social''
-->''Coordinator.''
-->[Chorus:]
-->''If I ever get back home again''
-->''If I ever get back home again''
-->''If I ever get back home again''
-->''That recruiter's gonna die.''
to:
-->''"Commander",
''"Commander", but I'd like you to think of him as more of a
-->''Coordinator.
''Coordinator.''
-->''If
''If I ever get back home
-->''If
''If I ever get back home
-->''If
''If I ever get back home
-->''That
''That recruiter's gonna die.''
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** If memory serves, the default settings change gameplay slightly, in that an arid planet like Mars would have more mineral resources but less food, while something Earthlike-wet would be the opposite.
** Averted in game. The whole plot of the story is that there are very few habitable planets, and the one in the game is desired by all races.
* AFormYouAreComfortableWith: The Tolnans, your personal ExpositionFairy advisor, as it happens.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover us.
** Notably, even the usual OnlySixFaces fare, commonly found in this game genre, are deliberately invoked with them.
-->'''Manual Description''': We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
* AllThereInTheManual: the game came packaged with [[http://store.steampowered.com/manual/328450/ a highly detailed booklet]], giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
* AmusingAlien: Most of the aliens qualify.
** Averted in game. The whole plot of the story is that there are very few habitable planets, and the one in the game is desired by all races.
* AFormYouAreComfortableWith: The Tolnans, your personal ExpositionFairy advisor, as it happens.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover us.
** Notably, even the usual OnlySixFaces fare, commonly found in this game genre, are deliberately invoked with them.
-->'''Manual Description''': We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
* AllThereInTheManual: the game came packaged with [[http://store.steampowered.com/manual/328450/ a highly detailed booklet]], giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
* AmusingAlien: Most of the aliens qualify.
to:
** If memory serves, the The default settings change gameplay slightly, in that an arid planet like Mars would have has more mineral resources but less food, while something Earthlike-wet would be humid like Earth is the opposite.
** Avertedin game.in-game. The whole plot of the story is that there are very few habitable planets, and the one in the game is desired by all races.
* AFormYouAreComfortableWith: The Tolnans, such as your personal ExpositionFairy advisor,as it happens.
are StarfishAliens who use their limited psychic powers to make themselves look like regular members of other species when they're interacting with them. Notably, even the usual OnlySixFaces fare, commonly found in this game genre, is deliberately invoked with them -- they all look like the archeologist who first discovered them.
-->'''Manual Description''': Tolnans are not humanoid- -- our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - -- the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover us.
** Notably, even the usual OnlySixFaces fare, commonly found in this game genre, are deliberately invoked with them.
-->'''Manual Description''': We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
* AllThereInTheManual: the The game came packaged with [[http://store.steampowered.com/manual/328450/ a highly detailed booklet]], giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
* %%* AmusingAlien: Most of the aliens qualify.
** Averted
* AFormYouAreComfortableWith: The Tolnans, such as your personal ExpositionFairy advisor,
-->'''Manual Description''': Tolnans are not humanoid
-->'''Manual Description''': We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
%%* TheComputerShallTauntYou: The other AI races occasionally do so as well.
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* DumbMuscle: This is the Tarth for you.
** Averted, however, in that they have the same research capabilities as most of the other races (the Chch't have the research penalty).
** Averted, however, in that they have the same research capabilities as most of the other races (the Chch't have the research penalty).
Changed line(s) 61,64 (click to see context) from:
* HigherTechSpecies: The Maug provide an interesting example of this. Utterly dependent on their cybernetics, they also get significant research bonuses - they can even skip over technologies and research those further down on the TechTree. However, they're a relatively weak race recovering from the depredations of the Cyth.
* HumansAreDiplomats: The humans are described as shrewd traders and skilled diplomats, with bonuses for making peace-treaties and establishing trade routes. They are also [[ScrewTheMoneyIHaveRules the least likely faction to make black-market deals]] with the Skirineen [[ItsPersonal (for good reasons)]]. That said, [[BewareTheNiceOnes if you piss them off too much...]]
* HumansAreWarriors: The Skirineen blew up Earth's moon, thinking that the humans (who hadn't fought a real war in a long time) would be easy pickings. Instead, the humans went berserk and stormed the Skirineen Empire. In the game, human units have the Berserk ability, which gives them massive combat advantages, though it destroys the unit at the end of the battle.
** It also gives them a [[PreAssKickingOneLiner pre-ass kicking]] BattleCry.
* HumansAreDiplomats: The humans are described as shrewd traders and skilled diplomats, with bonuses for making peace-treaties and establishing trade routes. They are also [[ScrewTheMoneyIHaveRules the least likely faction to make black-market deals]] with the Skirineen [[ItsPersonal (for good reasons)]]. That said, [[BewareTheNiceOnes if you piss them off too much...]]
* HumansAreWarriors: The Skirineen blew up Earth's moon, thinking that the humans (who hadn't fought a real war in a long time) would be easy pickings. Instead, the humans went berserk and stormed the Skirineen Empire. In the game, human units have the Berserk ability, which gives them massive combat advantages, though it destroys the unit at the end of the battle.
** It also gives them a [[PreAssKickingOneLiner pre-ass kicking]] BattleCry.
to:
* HigherTechSpecies: The Maug provide an interesting example of this. Utterly dependent on their cybernetics, they also get significant research bonuses - -- they can even skip over technologies and research those further down on the TechTree. However, they're a relatively weak race recovering from the depredations of the Cyth.
* HumansAreDiplomats: The humans are described as shrewd traders and skilled diplomats, with bonuses for makingpeace-treaties peace treaties and establishing trade routes. They are also [[ScrewTheMoneyIHaveRules the least likely faction to make black-market black market deals]] with the Skirineen [[ItsPersonal (for good reasons)]]. That said, [[BewareTheNiceOnes if you piss them off too much...]]
* HumansAreWarriors: The Skirineen blew up Earth's moon, thinking that the humans (who hadn't fought a real war in a long time) would be easy pickings. Instead, the humans went berserk and stormed the Skirineen Empire. In the game, human units have the Berserk ability, which gives them massive combat advantages, though it destroys the unit at the end of thebattle.
**battle. It also gives them a [[PreAssKickingOneLiner pre-ass kicking]] BattleCry.
* HumansAreDiplomats: The humans are described as shrewd traders and skilled diplomats, with bonuses for making
* HumansAreWarriors: The Skirineen blew up Earth's moon, thinking that the humans (who hadn't fought a real war in a long time) would be easy pickings. Instead, the humans went berserk and stormed the Skirineen Empire. In the game, human units have the Berserk ability, which gives them massive combat advantages, though it destroys the unit at the end of the
**
Changed line(s) 66,67 (click to see context) from:
** TheComputerShallTauntYou: The other AI races occasionally do so as well.
* InstantWinCondition: Build the prerequisite number of city centres and all you enemies give up their claim on the planet, for some reason.
* InstantWinCondition: Build the prerequisite number of city centres and all you enemies give up their claim on the planet, for some reason.
to:
* InstantWinCondition:
**TheComputerShallTauntYou: The other AI races occasionally do so as well.
* InstantWinCondition:Build the prerequisite number of city centres and all you enemies give up their claim on the planet, for some reason.
**
* InstantWinCondition:
Changed line(s) 69,70 (click to see context) from:
* IsometricProjection: The colony screen.
* JoinTheArmyTheySaid: Pretty much the basis of "The Deadlock Song."
* JoinTheArmyTheySaid: Pretty much the basis of "The Deadlock Song."
to:
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* ObviouslyEvil: Their faces hidden under gas masks and garbed in dark robes, the Cyth look every inch the villain. The colony advisor sometimes refers to you, the player, as Dark One (though Veil Lord is probably the official title).
** Averted with the Maug. Horned helmets and masked faces would normally make for an AlwaysChaoticEvil barbaric civilization, but instead they're a rather sociable and meek race.
* PlantAliens: The Uva Mosk.
* PoweredArmor: The most advanced infantry units use this.
** Averted with the Maug. Horned helmets and masked faces would normally make for an AlwaysChaoticEvil barbaric civilization, but instead they're a rather sociable and meek race.
* PlantAliens: The Uva Mosk.
* PoweredArmor: The most advanced infantry units use this.
to:
* ObviouslyEvil: ObviouslyEvil:
** Their faces hidden under gas masks and garbed in dark robes, the Cyth look every inch the villain. The colony advisor sometimes refers to you, the player, as Dark One (though Veil Lord is probably the official title).
**Averted Inverted with the Maug. Horned helmets and masked faces would normally make for an AlwaysChaoticEvil barbaric civilization, but instead they're a rather sociable and meek race.
* %%* PlantAliens: The Uva Mosk.
* %%* PoweredArmor: The most advanced infantry units use this.
** Their faces hidden under gas masks and garbed in dark robes, the Cyth look every inch the villain. The colony advisor sometimes refers to you, the player, as Dark One (though Veil Lord is probably the official title).
**
Changed line(s) 92,93 (click to see context) from:
* WeAreAsMayflies: The Chch't, who get an in-game population bonus, very helpful for early expansions.
* YourHeadASplode: The Cyth mind blast does this.
* YourHeadASplode: The Cyth mind blast does this.
to:
----
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Typo
Changed line(s) 29,30 (click to see context) from:
A fairly simple game, it stood out by virtue of the creative art design. Each of the seven races has a distinct look that can be seen in the residences and cultural centers of their colonies. Originally, the look of units was intended reflect the race that built them, but this was scrapped in favor of generic units (though the infantry still has species-specific appearances). It also took a tongue-in-cheek approach to the setting, with the voice-acted colony advisors either showering you with praise or snark, depending on your performance.
to:
A fairly simple game, it stood out by virtue of the creative art design. Each of the seven races has a distinct look that can be seen in the residences and cultural centers of their colonies. Originally, the look of units was intended to reflect the race that built them, but this was scrapped in favor of generic units (though the infantry still has species-specific appearances). It also took a tongue-in-cheek approach to the setting, with the voice-acted colony advisors either showering you with praise or snark, depending on your performance.
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* SendInTheClones: Featured in Deadlock 2: Shrine Wars.
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Changed line(s) 39,40 (click to see context) from:
* AFormYouAreComfortableWith: The Tolnans, your personal ExpositionFairy advisor, as it happens. Notably, even the usual OnlySixFaces present in those game genres are deliberately invoked in between them.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover us. We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover us. We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
to:
* AFormYouAreComfortableWith: The Tolnans, your personal ExpositionFairy advisor, as it happens. Notably, even the usual OnlySixFaces present in those game genres are deliberately invoked in between them.
happens.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often coverus. us.
** Notably, even the usual OnlySixFaces fare, commonly found in this game genre, are deliberately invoked with them.
-->'''Manual Description''': We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover
** Notably, even the usual OnlySixFaces fare, commonly found in this game genre, are deliberately invoked with them.
-->'''Manual Description''': We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
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New trope, some uncertainty corrections, and a link to Steam's PDF copy of the manual of the game. Please use it to further refine the tropes here.
Changed line(s) 39 (click to see context) from:
* AllThereInTheManual: the game came packaged with a highly detailed book, giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
to:
* AFormYouAreComfortableWith: The Tolnans, your personal ExpositionFairy advisor, as it happens. Notably, even the usual OnlySixFaces present in those game genres are deliberately invoked in between them.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover us. We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
* AllThereInTheManual: the game came packaged with [[http://store.steampowered.com/manual/328450/ a highly detailedbook, booklet]], giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
-->'''Manual Description''': Tolnans are not humanoid - our actual appearance has been described as "three oval-shaped spheres connected by a thin orange membrane". We have a limited psionic ability that let us project different appearances to light-seeing creatures. We never become the actual organism - the image simply reflects off the surface of an eye. You can identify Tolnan projections by the blue spots that often cover us. We have all taken the form and voice of a human in honor of the archaeologist that discovered us.
* AllThereInTheManual: the game came packaged with [[http://store.steampowered.com/manual/328450/ a highly detailed
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Changed line(s) 64 (click to see context) from:
** in the sequel, ''Shrine Wars'', you can instead hold control of the randomly-found native temples for a set number of turns to attain victory.
to:
** in In the sequel, ''Shrine Wars'', you can instead hold control of the randomly-found native temples for a set number of turns to attain victory.
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** in the sequel, ''Shrine Wars'', you can instead hold control of the randomly-found native temples for a set number of turns to attain victory.
Changed line(s) 66 (click to see context) from:
* NonEntityGeneral: Partly averted, in that each race gives the player a specific title. Chch't: Hive Imperius. Cyth: Veil Lord (or Dark One). Human: Commander. Maug: Chieftain. Re'lu: Overseer. Tarth: Ubergeneral. Uva Mosk: Grand Hortus.
to:
* NonEntityGeneral: Partly averted, in that each race gives the player a specific title. Chch't: title.
** ''Chch't:'' HiveImperius. Cyth: Imperius.
** ''Cyth:'' Veil Lord(or / Dark One). Human: Commander. Maug: Chieftain. Re'lu: Overseer. Tarth: Ubergeneral. Uva Mosk: One.
** ''Human:'' Commander.
** ''Maug:'' Maug Chief / Chieftain.
** ''Re'lu:'' Overseer.
** ''Tarth:'' Ubergeneral.
** ''Uva Mosk:'' Grand Hortus.
** ''Chch't:'' Hive
** ''Cyth:'' Veil Lord
** ''Human:'' Commander.
** ''Maug:'' Maug Chief / Chieftain.
** ''Re'lu:'' Overseer.
** ''Tarth:'' Ubergeneral.
** ''Uva Mosk:'' Grand Hortus.
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** Averted with the Maug. Horned helmets and masked faces would normally make for an AlwaysChaoticEvil barbaric civilization, but instead they're a rather sociable and meek race.
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Changed line(s) 1,10 (click to see context) from:
-->''"Son, be a colonist", is what Dad said to me''
-->''"It's a cushy life, and you'll get alien real esate for free"''
-->''So I talked to the recruiter, to see if this was so''
-->''He smiled at me... the nicest smile... and said "Kid, don't you know?"''
-->''A colonist's job is easy, a colonist's wage is high''
-->''A colonist's pension plan would make a civil servant cry''
-->''There's never any danger, there's always lots of fun''
-->''And as for job security, it's better than a nun's''
-->''"It's a cushy life, and you'll get alien real esate for free"''
-->''So I talked to the recruiter, to see if this was so''
-->''He smiled at me... the nicest smile... and said "Kid, don't you know?"''
-->''A colonist's job is easy, a colonist's wage is high''
-->''A colonist's pension plan would make a civil servant cry''
-->''There's never any danger, there's always lots of fun''
-->''And as for job security, it's better than a nun's''
to:
-->''"Son, be a colonist", is what Dad said to me''
-->''"It'sme''\\
''"It's a cushy life, and you'll get alien realesate estate for free"''
-->''Sofree"''\\
''So I talked to the recruiter, to see if this wasso''
-->''Heso''\\
''He smiled at me... the nicest smile... and said "Kid, don't youknow?"''
-->''Aknow?"''\\
''A colonist's job is easy, a colonist's wage ishigh''
-->''Ahigh''\\
''A colonist's pension plan would make a civil servantcry''
-->''There'scry''\\
''There's never any danger, there's always lots offun''
-->''Andfun''\\
''And as for job security, it's better than a nun's''
-->''"It's
''"It's a cushy life, and you'll get alien real
-->''So
''So I talked to the recruiter, to see if this was
-->''He
''He smiled at me... the nicest smile... and said "Kid, don't you
-->''A
''A colonist's job is easy, a colonist's wage is
-->''A
''A colonist's pension plan would make a civil servant
-->''There's
''There's never any danger, there's always lots of
-->''And
''And as for job security, it's better than a nun's''
Changed line(s) 77,78 (click to see context) from:
* SuicidalOverconfidence: If you so much as scratch someone's territory they'll automatically set you as their enemy, and their advisors will occasionally pop up and threaten and taunt you, even as you proceed to methodically squash them out of existence. Occasionally subverted ''after'' an attack, when the enemy advisors will whine and plead for you to leave them alone.
* TheSymbiote: The Re'lu are actually two races, each individual consisting of a symbiotic pair. The fragile Re are blue and skinny anthropoids. Throughout their history, they depended on the vaguely canine Lu for protection. In return, the Re use their psychic powers to broadcast soothing thoughts in the Lu's brain. Background fluff states that the human animal rights groups became outraged when they found out about this symbiosis, saying that the Lu were being exploited. This soured the relationship between the two formerly allied races. It's worth point out that, thanks to their advanced technology, the Re probably don't really need the Lu any longer.
* TheSymbiote: The Re'lu are actually two races, each individual consisting of a symbiotic pair. The fragile Re are blue and skinny anthropoids. Throughout their history, they depended on the vaguely canine Lu for protection. In return, the Re use their psychic powers to broadcast soothing thoughts in the Lu's brain. Background fluff states that the human animal rights groups became outraged when they found out about this symbiosis, saying that the Lu were being exploited. This soured the relationship between the two formerly allied races. It's worth point out that, thanks to their advanced technology, the Re probably don't really need the Lu any longer.
to:
* SuicidalOverconfidence: If you so much as scratch someone's territory they'll automatically set you as their enemy, and their advisors will occasionally pop up and threaten and taunt you, even as you proceed to methodically squash them out of existence. Occasionally subverted ''after'' an attack, when the enemy advisors will whine and plead for you to leave them alone.
* TheSymbiote: The Re'lu are actually two races, each individual consisting of a symbiotic pair. The fragile Re are blue and skinny anthropoids. Throughout their history, they depended on the vaguely canine Lu for protection. In return, the Re use their psychic powers to broadcast soothing thoughts in the Lu's brain. Background fluff states thatthe human animal rights groups became outraged when they found out about this symbiosis, saying that the Lu were being exploited. This soured the relationship between the two formerly allied races. It's worth point out that, thanks to their advanced technology, the Re probably don't really need the Lu any longer.
* TheSymbiote: The Re'lu are actually two races, each individual consisting of a symbiotic pair. The fragile Re are blue and skinny anthropoids. Throughout their history, they depended on the vaguely canine Lu for protection. In return, the Re use their psychic powers to broadcast soothing thoughts in the Lu's brain. Background fluff states that
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Changed line(s) 44 (click to see context) from:
* BloodSport: Some of the documentation said that the Chch't participated these. Three of them would enter a ring and try to kill each other with their stingers. The way it was set up, sooner or later two would gang up on one (though that one could still win, if sufficiently skilled).
to:
* BloodSport: Some of the documentation said that the Chch't participated in these. Three of them would enter a ring and try to kill each other with their stingers. The way it was set up, sooner or later two would gang up on one (though that one could still win, if sufficiently skilled).
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Changed line(s) 62 (click to see context) from:
** TheComputerShallTauntYou: The other AI races occasionaly do so as well.
to:
** TheComputerShallTauntYou: The other AI races occasionaly occasionally do so as well.
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italics for work names
Changed line(s) 27,28 (click to see context) from:
Released in 1996, Deadlock is a turn-based strategy game with a few city building elements thrown in for good measure. The planetary map is divvied up in to different provinces (a la Risk), on which you can build colonies. The colony screen is akin to VideoGame/SimCity, letting you tailor each colony to support population, grow food, mine ore, raise morale, and the like. When your units meet the units of a hostile faction, combat happens. This is controlled by the computer, though you can tip the odds in your favor by researching technologies to improve your units. Troops that survive multiple battles also gain toughness points.
to:
Released in 1996, Deadlock ''Deadlock'' is a turn-based strategy game with a few city building elements thrown in for good measure. The planetary map is divvied up in to different provinces (a la Risk), on which you can build colonies. The colony screen is akin to VideoGame/SimCity, letting you tailor each colony to support population, grow food, mine ore, raise morale, and the like. When your units meet the units of a hostile faction, combat happens. This is controlled by the computer, though you can tip the odds in your favor by researching technologies to improve your units. Troops that survive multiple battles also gain toughness points.
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Deadlock was followed by a sequel called Deadlock 2: Shrine Wars.
to:
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Useful Notes/ pages are not tropes
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* BritishAccent: The Re'lu.
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Changed line(s) 21,22 (click to see context) from:
-->-- the Deadlock song, by Paul Kwinn. Read the rest of the lyrics [[http://www.artbeco.com/artbeco/ProjectsArt/Deadlock/Deadlock%20Song.htm here]].
to:
-->-- the Deadlock song, by Paul Kwinn. Read the rest of the lyrics [[http://www.artbeco.com/artbeco/ProjectsArt/Deadlock/Deadlock%20Song.htm [[https://www.youtube.com/watch?v=j19mg4ci69A here]].
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Added DiffLines:
* VendorTrash: Art resources provide a small morale bonus to the city they're in, but only up to a limit. However, they're also quite valuable as a trade resource, either to other factions or to the Skirineen, which may lead you to treating them as this.
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* HumansAreDiplomats: The humans are described as shrewd traders and skilled diplomats, with bonuses for making peace-treaties and establishing trade routes. They are also [[ScrewTheMoneyIHaveRules the least likely faction to make black-market deals]] with the Skirineen [[ItsPersonal (for good reasons)]]. That said, [[BewareTheNiceOnes if you piss them off too much...]]
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I am at least 95% sure the Tarth disadvantage wasn\'t in research
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** Averted, however, in that they have the same research capabilities as most of the other races (the Chch't have the research penalty).
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None
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-->''"Son, be a colonist", is what Dad said to me''
-->''"It's a cushy life, and you'll get alien real esate for free"''
-->''So I talked to the recruiter, to see if this was so''
-->''He smiled at me... the nicest smile... and said "Kid, don't you know?"''
-->''A colonist's job is easy, a colonist's wage is high''
-->''A colonist's pension plan would make a civil servant cry''
-->''There's never any danger, there's always lots of fun''
-->''And as for job security, it's better than a nun's''
-->[spoken:] ''Kid, I'd like you to meet somebody. His OFFICIAL title is''
-->''"Commander", but I'd like you to think of him as more of a Social''
-->''Coordinator.''
-->[Chorus:]
-->''If I ever get back home again''
-->''If I ever get back home again''
-->''If I ever get back home again''
-->''That recruiter's gonna die.''
-->-- the Deadlock song, by Paul Kwinn. Read the rest of the lyrics [[http://www.artbeco.com/artbeco/ProjectsArt/Deadlock/Deadlock%20Song.htm here]].
Gallius IV, the pearl of the galaxy! With a great climate and loads of resources, it's a shoo-in for colonization. You lead your merry band of pioneers to this pristine new world, ready to expand and enrich your nation. Unfortunately, it looks like every other race in the galaxy had the same idea, and sent their own people to stake a claim to it.
Chaos ensues.
Released in 1996, Deadlock is a turn-based strategy game with a few city building elements thrown in for good measure. The planetary map is divvied up in to different provinces (a la Risk), on which you can build colonies. The colony screen is akin to VideoGame/SimCity, letting you tailor each colony to support population, grow food, mine ore, raise morale, and the like. When your units meet the units of a hostile faction, combat happens. This is controlled by the computer, though you can tip the odds in your favor by researching technologies to improve your units. Troops that survive multiple battles also gain toughness points.
A fairly simple game, it stood out by virtue of the creative art design. Each of the seven races has a distinct look that can be seen in the residences and cultural centers of their colonies. Originally, the look of units was intended reflect the race that built them, but this was scrapped in favor of generic units (though the infantry still has species-specific appearances). It also took a tongue-in-cheek approach to the setting, with the voice-acted colony advisors either showering you with praise or snark, depending on your performance.
Deadlock was followed by a sequel called Deadlock 2: Shrine Wars.
----
!!This work provides examples of:
* AllPlanetsAreEarthlike: When starting a game, you can set Gallius IV to be Earthlike. You can also make it icy, tropical, arid, or like Mars. These settings are purely cosmetic, however.
** If memory serves, the default settings change gameplay slightly, in that an arid planet like Mars would have more mineral resources but less food, while something Earthlike-wet would be the opposite.
** Averted in game. The whole plot of the story is that there are very few habitable planets, and the one in the game is desired by all races.
* AllThereInTheManual: the game came packaged with a highly detailed book, giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
* AmusingAlien: Most of the aliens qualify.
* AwesomeButImpractical: the missiles. They do quite some damage and a swarm of them can cause a colony to need a ''ton'' of repairs, but they're expensive and disposable and they can't win you colonies without supporting forces. Really, they're better at saying "I've got so many resources I can waste them to annoy you" than at actually winning wars. It's far better to spend the resources to build military units instead.
* BeePeople: The Chch't qualify, being a hive-structured species in which the members resemble bipedal scorpions. They are run by queens, though there are apparently more than one. Judging by the Chch't colony advisor, they also have at least some degree of individual personality.
* BizarreAlienBiology: What does an Uva Mosk look like? Imagine a shrub with two stubby arms and legs. You might describe the head as looking like an anteater's, but you could also reasonably say it looks like a turnip with a tongue.
* BloodSport: Some of the documentation said that the Chch't participated these. Three of them would enter a ring and try to kill each other with their stingers. The way it was set up, sooner or later two would gang up on one (though that one could still win, if sufficiently skilled).
* BrainWashed: The Re'lu can mentally dominate the units of other races.
* BritishAccent: The Re'lu.
* CrystalSpiresAndTogas: Crystalline towers stand tall in the Re'lu cities. The human colonies, with their sleek, vaguely Art Deco stylings, might also qualify.
* CurbStompBattle: Games that end in military conquest tend to finish like this. As more and more territories are conquered from your enemies they lose the ability to make advanced units in sufficient numbers, making it harder and harder to defend what territories are left. One can derive a perverse satisfaction from conquering everything but one territory, then gathering '''all''' available military units and throw the lot of them on the territory that's left. The battle is usually over in about one second, plus one more to mop up civilian militia.
* {{Cyborg}}: The entire Maug race. The nasty Cyth evicted the Maug from their home planet, forcing them to settle on a world that was far from ideal. As a result, the Maug began to sicken and die off, and now depend on cybernetic implants to sustain themselves.
* DaysOfFuturePast: Possibly the humans. The human colony advisor (as well as the humans seen in the opening cinematic) wear outfits that look like something from a futuristic Italian Renaissance.
* DeathFromAbove: You can build missile units that can strike colonies from afar.
* DropShip: The opening cinematic shows some of the races using these to reach the planet's surface.
* DumbMuscle: This is the Tarth for you.
* TheEeyore: For whatever reason, the Cyth tend to be very depressed. Maybe all the evil just gets to them. You'll almost always have a few colonists who refuse to work when you play as them. However, their morale is fixed and never changes, even under oppressive taxation. Essentially, you give up 10% of your workforce in exchange for having the remaining 90% guaranteed all the time.
* TheGreys: Or the blues, as the case may be. The blue-skinned Re'lu visited Earth in the past, and were the source of the Grey legends. Contrary to popular belief, they never probed anybody.
* HenchmenRace: The Chch't and Tarth acted the part for the Cyth at some point in the past, though this is no longer the case.
* HigherTechSpecies: The Maug provide an interesting example of this. Utterly dependent on their cybernetics, they also get significant research bonuses - they can even skip over technologies and research those further down on the TechTree. However, they're a relatively weak race recovering from the depredations of the Cyth.
* HumansAreWarriors: The Skirineen blew up Earth's moon, thinking that the humans (who hadn't fought a real war in a long time) would be easy pickings. Instead, the humans went berserk and stormed the Skirineen Empire. In the game, human units have the Berserk ability, which gives them massive combat advantages, though it destroys the unit at the end of the battle.
** It also gives them a [[PreAssKickingOneLiner pre-ass kicking]] BattleCry.
* IShallTauntYou: You can send race-tailored messages to others, including insults. It's possible to goad them into attack you if you insult them enough.
** TheComputerShallTauntYou: The other AI races occasionaly do so as well.
* InstantWinCondition: Build the prerequisite number of city centres and all you enemies give up their claim on the planet, for some reason.
* IsometricProjection: The colony screen.
* JoinTheArmyTheySaid: Pretty much the basis of "The Deadlock Song."
* NonEntityGeneral: Partly averted, in that each race gives the player a specific title. Chch't: Hive Imperius. Cyth: Veil Lord (or Dark One). Human: Commander. Maug: Chieftain. Re'lu: Overseer. Tarth: Ubergeneral. Uva Mosk: Grand Hortus.
* ObviouslyEvil: Their faces hidden under gas masks and garbed in dark robes, the Cyth look every inch the villain. The colony advisor sometimes refers to you, the player, as Dark One (though Veil Lord is probably the official title).
* PlantAliens: The Uva Mosk.
* PoweredArmor: The most advanced infantry units use this.
* ProudWarriorRaceGuy: Somewhat subverted by the Tarth. Though they're big and strong and love to fight, they don't seem inordinately concerned about honor.
* PsychicLink: The Re'lu can do this, as can the Cyth (though the latter tend to use it to make peoples' heads explode).
* ReinventingTheWheel: Every campaign mission you have to research everything again. Attempted to justify ingame stating that the treaty (Xythra Accords) that is part of the main plot requires each colony to develop its own technology.
* ScaryDogmaticAliens: Possibly the Cyth. The Uva Mosk may be an ecologically-themed version of this.
* SendInTheClones: Featured in Deadlock 2: Shrine Wars.
* SpacePirates: The Skirineen. Once the bullyboys of the galaxy, they got on the bad side of several races (most notably humanity, who ''really'' walloped them). Unable to lay a claim to Gallius IV by nature of them being unwilling to sign the pact the rest of the other races agreed to, they lurk in orbit, selling black market goods to the various races. You can buy from them, but if you get caught the resultant scandal will lower colonist morale, especially if you're playing humans.
* SpikesOfVillainy: Seen on some of the Cyth buildings.
* SuicidalOverconfidence: If you so much as scratch someone's territory they'll automatically set you as their enemy, and their advisors will occasionally pop up and threaten and taunt you, even as you proceed to methodically squash them out of existence. Occasionally subverted ''after'' an attack, when the enemy advisors will whine and plead for you to leave them alone.
* TheSymbiote: The Re'lu are actually two races, each individual consisting of a symbiotic pair. The fragile Re are blue and skinny anthropoids. Throughout their history, they depended on the vaguely canine Lu for protection. In return, the Re use their psychic powers to broadcast soothing thoughts in the Lu's brain. Background fluff states that the human animal rights groups became outraged when they found out about this symbiosis, saying that the Lu were being exploited. This soured the relationship between the two formerly allied races. It's worth point out that, thanks to their advanced technology, the Re probably don't really need the Lu any longer.
* WeAreAsMayflies: The Chch't, who get an in-game population bonus, very helpful for early expansions.
* YourHeadASplode: The Cyth mind blast does this.
-->''"It's a cushy life, and you'll get alien real esate for free"''
-->''So I talked to the recruiter, to see if this was so''
-->''He smiled at me... the nicest smile... and said "Kid, don't you know?"''
-->''A colonist's job is easy, a colonist's wage is high''
-->''A colonist's pension plan would make a civil servant cry''
-->''There's never any danger, there's always lots of fun''
-->''And as for job security, it's better than a nun's''
-->[spoken:] ''Kid, I'd like you to meet somebody. His OFFICIAL title is''
-->''"Commander", but I'd like you to think of him as more of a Social''
-->''Coordinator.''
-->[Chorus:]
-->''If I ever get back home again''
-->''If I ever get back home again''
-->''If I ever get back home again''
-->''That recruiter's gonna die.''
-->-- the Deadlock song, by Paul Kwinn. Read the rest of the lyrics [[http://www.artbeco.com/artbeco/ProjectsArt/Deadlock/Deadlock%20Song.htm here]].
Gallius IV, the pearl of the galaxy! With a great climate and loads of resources, it's a shoo-in for colonization. You lead your merry band of pioneers to this pristine new world, ready to expand and enrich your nation. Unfortunately, it looks like every other race in the galaxy had the same idea, and sent their own people to stake a claim to it.
Chaos ensues.
Released in 1996, Deadlock is a turn-based strategy game with a few city building elements thrown in for good measure. The planetary map is divvied up in to different provinces (a la Risk), on which you can build colonies. The colony screen is akin to VideoGame/SimCity, letting you tailor each colony to support population, grow food, mine ore, raise morale, and the like. When your units meet the units of a hostile faction, combat happens. This is controlled by the computer, though you can tip the odds in your favor by researching technologies to improve your units. Troops that survive multiple battles also gain toughness points.
A fairly simple game, it stood out by virtue of the creative art design. Each of the seven races has a distinct look that can be seen in the residences and cultural centers of their colonies. Originally, the look of units was intended reflect the race that built them, but this was scrapped in favor of generic units (though the infantry still has species-specific appearances). It also took a tongue-in-cheek approach to the setting, with the voice-acted colony advisors either showering you with praise or snark, depending on your performance.
Deadlock was followed by a sequel called Deadlock 2: Shrine Wars.
----
!!This work provides examples of:
* AllPlanetsAreEarthlike: When starting a game, you can set Gallius IV to be Earthlike. You can also make it icy, tropical, arid, or like Mars. These settings are purely cosmetic, however.
** If memory serves, the default settings change gameplay slightly, in that an arid planet like Mars would have more mineral resources but less food, while something Earthlike-wet would be the opposite.
** Averted in game. The whole plot of the story is that there are very few habitable planets, and the one in the game is desired by all races.
* AllThereInTheManual: the game came packaged with a highly detailed book, giving an abridged history and overview of every single race, including the two present that aren't actually ''playable''.
* AmusingAlien: Most of the aliens qualify.
* AwesomeButImpractical: the missiles. They do quite some damage and a swarm of them can cause a colony to need a ''ton'' of repairs, but they're expensive and disposable and they can't win you colonies without supporting forces. Really, they're better at saying "I've got so many resources I can waste them to annoy you" than at actually winning wars. It's far better to spend the resources to build military units instead.
* BeePeople: The Chch't qualify, being a hive-structured species in which the members resemble bipedal scorpions. They are run by queens, though there are apparently more than one. Judging by the Chch't colony advisor, they also have at least some degree of individual personality.
* BizarreAlienBiology: What does an Uva Mosk look like? Imagine a shrub with two stubby arms and legs. You might describe the head as looking like an anteater's, but you could also reasonably say it looks like a turnip with a tongue.
* BloodSport: Some of the documentation said that the Chch't participated these. Three of them would enter a ring and try to kill each other with their stingers. The way it was set up, sooner or later two would gang up on one (though that one could still win, if sufficiently skilled).
* BrainWashed: The Re'lu can mentally dominate the units of other races.
* BritishAccent: The Re'lu.
* CrystalSpiresAndTogas: Crystalline towers stand tall in the Re'lu cities. The human colonies, with their sleek, vaguely Art Deco stylings, might also qualify.
* CurbStompBattle: Games that end in military conquest tend to finish like this. As more and more territories are conquered from your enemies they lose the ability to make advanced units in sufficient numbers, making it harder and harder to defend what territories are left. One can derive a perverse satisfaction from conquering everything but one territory, then gathering '''all''' available military units and throw the lot of them on the territory that's left. The battle is usually over in about one second, plus one more to mop up civilian militia.
* {{Cyborg}}: The entire Maug race. The nasty Cyth evicted the Maug from their home planet, forcing them to settle on a world that was far from ideal. As a result, the Maug began to sicken and die off, and now depend on cybernetic implants to sustain themselves.
* DaysOfFuturePast: Possibly the humans. The human colony advisor (as well as the humans seen in the opening cinematic) wear outfits that look like something from a futuristic Italian Renaissance.
* DeathFromAbove: You can build missile units that can strike colonies from afar.
* DropShip: The opening cinematic shows some of the races using these to reach the planet's surface.
* DumbMuscle: This is the Tarth for you.
* TheEeyore: For whatever reason, the Cyth tend to be very depressed. Maybe all the evil just gets to them. You'll almost always have a few colonists who refuse to work when you play as them. However, their morale is fixed and never changes, even under oppressive taxation. Essentially, you give up 10% of your workforce in exchange for having the remaining 90% guaranteed all the time.
* TheGreys: Or the blues, as the case may be. The blue-skinned Re'lu visited Earth in the past, and were the source of the Grey legends. Contrary to popular belief, they never probed anybody.
* HenchmenRace: The Chch't and Tarth acted the part for the Cyth at some point in the past, though this is no longer the case.
* HigherTechSpecies: The Maug provide an interesting example of this. Utterly dependent on their cybernetics, they also get significant research bonuses - they can even skip over technologies and research those further down on the TechTree. However, they're a relatively weak race recovering from the depredations of the Cyth.
* HumansAreWarriors: The Skirineen blew up Earth's moon, thinking that the humans (who hadn't fought a real war in a long time) would be easy pickings. Instead, the humans went berserk and stormed the Skirineen Empire. In the game, human units have the Berserk ability, which gives them massive combat advantages, though it destroys the unit at the end of the battle.
** It also gives them a [[PreAssKickingOneLiner pre-ass kicking]] BattleCry.
* IShallTauntYou: You can send race-tailored messages to others, including insults. It's possible to goad them into attack you if you insult them enough.
** TheComputerShallTauntYou: The other AI races occasionaly do so as well.
* InstantWinCondition: Build the prerequisite number of city centres and all you enemies give up their claim on the planet, for some reason.
* IsometricProjection: The colony screen.
* JoinTheArmyTheySaid: Pretty much the basis of "The Deadlock Song."
* NonEntityGeneral: Partly averted, in that each race gives the player a specific title. Chch't: Hive Imperius. Cyth: Veil Lord (or Dark One). Human: Commander. Maug: Chieftain. Re'lu: Overseer. Tarth: Ubergeneral. Uva Mosk: Grand Hortus.
* ObviouslyEvil: Their faces hidden under gas masks and garbed in dark robes, the Cyth look every inch the villain. The colony advisor sometimes refers to you, the player, as Dark One (though Veil Lord is probably the official title).
* PlantAliens: The Uva Mosk.
* PoweredArmor: The most advanced infantry units use this.
* ProudWarriorRaceGuy: Somewhat subverted by the Tarth. Though they're big and strong and love to fight, they don't seem inordinately concerned about honor.
* PsychicLink: The Re'lu can do this, as can the Cyth (though the latter tend to use it to make peoples' heads explode).
* ReinventingTheWheel: Every campaign mission you have to research everything again. Attempted to justify ingame stating that the treaty (Xythra Accords) that is part of the main plot requires each colony to develop its own technology.
* ScaryDogmaticAliens: Possibly the Cyth. The Uva Mosk may be an ecologically-themed version of this.
* SendInTheClones: Featured in Deadlock 2: Shrine Wars.
* SpacePirates: The Skirineen. Once the bullyboys of the galaxy, they got on the bad side of several races (most notably humanity, who ''really'' walloped them). Unable to lay a claim to Gallius IV by nature of them being unwilling to sign the pact the rest of the other races agreed to, they lurk in orbit, selling black market goods to the various races. You can buy from them, but if you get caught the resultant scandal will lower colonist morale, especially if you're playing humans.
* SpikesOfVillainy: Seen on some of the Cyth buildings.
* SuicidalOverconfidence: If you so much as scratch someone's territory they'll automatically set you as their enemy, and their advisors will occasionally pop up and threaten and taunt you, even as you proceed to methodically squash them out of existence. Occasionally subverted ''after'' an attack, when the enemy advisors will whine and plead for you to leave them alone.
* TheSymbiote: The Re'lu are actually two races, each individual consisting of a symbiotic pair. The fragile Re are blue and skinny anthropoids. Throughout their history, they depended on the vaguely canine Lu for protection. In return, the Re use their psychic powers to broadcast soothing thoughts in the Lu's brain. Background fluff states that the human animal rights groups became outraged when they found out about this symbiosis, saying that the Lu were being exploited. This soured the relationship between the two formerly allied races. It's worth point out that, thanks to their advanced technology, the Re probably don't really need the Lu any longer.
* WeAreAsMayflies: The Chch't, who get an in-game population bonus, very helpful for early expansions.
* YourHeadASplode: The Cyth mind blast does this.