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As per private discussion, You Cant Go Home Again was deemed redundant. The relevant information has been folded somewhat clumsily into Trapped In The Past.


* TrappedInThePast: EON/TAWAR only goes in one direction. This is a plot point: everyone who steps through the doorway is aware of the consequences, but once they arrive they often find their purpose eroding.

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* TrappedInThePast: EON/TAWAR only goes in one direction. This is a plot point: everyone who steps through the doorway is aware of the consequences, but once they arrive they often find their purpose eroding. The Americans and Arabs do not worry overmuch about their lost lives, as they volunteered, but the Russians primarily send back conscripts. [[spoiler:American LoveInterest Joan]] has it particularly hard, as she was forced to flee into the time machine when the site holding it was attacked by the Arabs.



* YouCantGoHomeAgain: Travelling back in time with the EON/TAWAR is one-way only; while a significant group (mostly the Americans and the Arabs) are volunteers, the Russians mostly send conscripts. In particular, [[spoiler:American LoveInterest Joan]] only goes back to escape an attack on the facility by the Arabs.
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Cleaned up Action Girl, that was my bad. For Green Rocks, was it cold fusion or just fusion? I forget which.


* ActionGirl: Lisa Lawson. All of the female characters, for that matter, as anyone can change class to a military one.

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* ActionGirl: Lisa Lawson. All of the Lawson, among others. The game isn't lacking for strong female characters, for that matter, as anyone can change class to a military one.characters.



* GreenRocks: Alaskite/Siberite, the {{Unobtanium}} that's being fought over, has a nice, unhealthy-looking light green glow to it.

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* GreenRocks: Alaskite/Siberite, which is a catalyst for fusion reactors, and is used to power the {{Unobtanium}} that's being fought over, has a nice, unhealthy-looking light green glow to it.TAWAR/EON, respectively.

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I don\'t think ammunition needs to be mentioned under Easy Logistics. Help me out with Hero Must Survive; I don\'t think it\'s the right trope, and I don\'t know if Masha is a major subplot. Lots of rephrasing otherwise.


* CoolCar: American morphing chassis, a mix between a tracked and wheeled chassis, utilising the speed of its wheeled mode when moving on plain ground, and switching to tracked mode when encountering more difficult terrain. While very durable, thanks to its special ability it's also very fast, so anything built with this chassis turns into a LightningBruiser.

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* CoolCar: The American morphing chassis, a mix between a tracked and wheeled chassis, utilising utilises the speed of its wheeled mode when moving on plain ground, and switching switches to tracked mode when encountering more difficult terrain. While In addition to being very fast as a result, it is also very durable, thanks to its special ability it's also very fast, so anything built with this turning all combat vehicles utilizing the chassis turns into a LightningBruiser.{{Lightning Bruiser}}s.



* EasyLogistics: Averted. Vehicles may run out of fuel unless using [[AppliedPhlebotinum Siberite/Alaskite engines]] and each individual base has its own resource pool - supplies have to be transferred from one outpost to another. Guns have unlimited ammo, however.
* EnemyExchangeProgram: You can capture structures of other factions and use them to produce vehicles or provide equipment normally available for the enemy. This is actually integral to American-Arab interactions in the campaign.

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* EasyLogistics: Averted.Mostly averted. Vehicles may run out of fuel unless using [[AppliedPhlebotinum Siberite/Alaskite engines]] and each individual base has its own resource pool - supplies have to be transferred from one outpost to another. Guns have unlimited ammo, however.\n
* EnemyExchangeProgram: You can capture structures of other factions and use them to produce vehicles or provide equipment normally available for only to the enemy. It is also possible to steal a vehicle by incapacitating the driver, which is preferably done with a sniper as they can take out drivers in one shot. This is actually integral to American-Arab interactions utilized in the campaign.campaign: the Arabs, being mercenaries, will sell their buildings and vehicles to the Americans, providing access to different technology in certain missions.



* GeoEffects: Bushes, trees and buildings realistically block parts of your line of sight. Hills and upper ground allow you to see for longer distances. Trees block your vehicles and building spots, unless you bulldoze them. Rought terrain and slopes block wheeled vehicles from passing. Shallow water and mud slows units considerably.
* GreenRocks: Alaskite/Siberite, [[ExactlyWhatItSaysOnTheTin no doubt]].

to:

* GeoEffects: Bushes, trees and buildings realistically block parts of your line of sight. Hills sight, hills and upper ground allow you to see for longer distances. Trees distances, and trees block your vehicles and building spots, spots unless you bulldoze them. Rought Rough terrain and slopes block wheeled vehicles from passing. Shallow can be traversed with tracked vehicles, and shallow water and mud slows units considerably.
* GreenRocks: Alaskite/Siberite, [[ExactlyWhatItSaysOnTheTin no doubt]].the {{Unobtanium}} that's being fought over, has a nice, unhealthy-looking light green glow to it.



* HeroMustSurvive: Losing either [=MacMillan=] or Burlak is an instant game over. Additionally, in the American campaign, if [[LoveInterests Joan]] is on the field, one of the secondary objectives is always to make sure she remains alive, whereas in the Russian campaign, it's Burlak's ''tank''.
* HeterosexualLifePartners: John [=MacMillan=] and Frank Forsyth, which is lampshaded in few missions.[[spoiler: If [=MacMillan=] betrays, Frosyth will join his side even if you didn't picked him into your conspiracy.]]

to:

* HeroMustSurvive: Losing either [=MacMillan=] or Burlak is an instant game over. Additionally, in the
** In a subversion, if either
American campaign, if [[LoveInterests Joan]] LoveInterest Joan or Russian CoolCar Masha is on the field, one of the their survival will be noted as a secondary objectives objective, but is always to make sure she remains alive, whereas in not required. Losing either will not end the Russian campaign, it's Burlak's ''tank''.
current mission, but will cause major subplots to end abruptly.
* HeterosexualLifePartners: John [=MacMillan=] and Frank Forsyth, which is lampshaded in few missions.[[spoiler: If [=MacMillan=] betrays, Frosyth defects, Forsyth will join his side him even if you didn't picked induct him into your conspiracy.]]



* ICallItVera: Burlak's custom-built tank is called Masha. The Americans think it's his girlfriend.
* InfiniteSupplies: Zig-zagged. Supplies will spawn randomly, and will never run out, but treating the supplies as finite is an important part of the gameplay. Certain missions also take place in regions and times where supplies don't appear, so you have to spend what you start with extremely carefully, to the point of recycling vehicles and buildings to build something more important. Keeping track of fuel for your vehicles is also important. Ammunition is infinite, however.
* InstantMilitia: Played with. Each character can be equipped with a rifle or faction-specific weapon as long as you have access to any barracks or armoury. The actual performance of such soldier is based on his or her combat skill. If there is no place to get better weapons, non-soldier characters will use handguns.
* JustifiedTutorial: In both campaigns, the main character lands in a different situation than was expected by higher ops, so explaining some basics of gameplay is connected with the actual storyline.
* LateCharacterSyndrome: Pretty common in both campaigns with characters unimportant to the plot being added constantly to ensure you always have enough troops to complete a level, even if you lost most of them in the previous one. [[spoiler:And if you choose to pursuit Alliance route, most characters from the other side of conflict will fall under this trope.]]

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* ICallItVera: Burlak's custom-built tank is called Masha. The This is PlayedForLaughs quite a bit, and causes a lot of confusion amongst Americans who think it's Burlak is talking about his girlfriend.
* InfiniteSupplies: Zig-zagged. Supplies will spawn randomly, Mostly averted. Supply spawns are finite on each map, and vehicles can and will never run out, out of fuel, but treating the supplies as finite ammunition is an important part of the gameplay. Certain missions also take place in regions infinite. Recycling buildings and times where supplies don't appear, so you have to spend what you start with extremely carefully, to the point of recycling vehicles and buildings to build something more important. Keeping track of fuel raiding for your vehicles supplies is also important. Ammunition a core part of the gameplay, which is infinite, however.
especially noticeable in campaign missions where no supplies spawn and everything needs to be constantly repurposed.
* InstantMilitia: Played with. Each Any character can be equipped with a rifle or faction-specific weapon as long as you have access to any there is an available barracks or armoury. armoury, although changing classes takes a few seconds. The actual performance of such any given soldier is based on his or her combat skill. If class level, so there is no place guarantee that training someone as a soldier will work very well. If worst comes to get better weapons, worst, non-soldier characters will use handguns.
* JustifiedTutorial: In both campaigns, the main character lands in a far different situation than was expected by higher ops, his superiors, so explaining some basics of the gameplay is connected with the actual storyline.
* LateCharacterSyndrome: Pretty common Common in both campaigns campaigns, with characters unimportant to the plot being added constantly to ensure ensure, in theory, that you always have enough troops to complete a level, even if you lost most of them in the previous one. [[spoiler:And if you choose to pursuit Alliance route, most characters from the other side of conflict will fall under this trope.]]



* MechaMooks: Humans and apemen are strictly limited in numbers, but each faction has access to a (depending on resource availability) potentially unlimited amount of disposable unmanned vehicles: AI-controlled for Russians, remote-controlled for Arabs, both for Americans.

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* MechaMooks: Humans and apemen are strictly limited in numbers, but each faction has access to a (depending on resource availability) potentially unlimited amount of disposable unmanned vehicles: AI-controlled for Russians, remote-controlled for Arabs, both for Americans.the Russians use [=AIs=], the Arabs use remote control, and the Americans do both.



* NukeEm: Staying loyal to either side of the conflict leads to developing a Siberite/Alaskite bomb. It may be used by the player.

to:

* NukeEm: Staying loyal to either side of the conflict leads to developing the development of a Siberite/Alaskite bomb. It may be used by the player.



* YouCantGoHomeAgain / EarthThatWas: Travelling back in time with the EON/TAWAR is one-way only; this leaves a fairly significant group of people stranded. The Americans send volunteers, the Soviet Union conscripts, and the Arabs mercenaries and fanatics.

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* YouCantGoHomeAgain / EarthThatWas: YouCantGoHomeAgain: Travelling back in time with the EON/TAWAR is one-way only; this leaves while a fairly significant group of people stranded. The (mostly the Americans send and the Arabs) are volunteers, the Soviet Union conscripts, and Russians mostly send conscripts. In particular, [[spoiler:American LoveInterest Joan]] only goes back to escape an attack on the Arabs mercenaries and fanatics. facility by the Arabs.

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None


* BaselessMission: Many missions, especially the American ones. Your objective is either to survive, capture the enemy base, infiltrate it or [[spoiler: [[StealthBasedMission run away with fellow characters from the main forces]] if you decide to defect to the Alliance.]]
* BittersweetEnding: No matter which side you stick with, there is no HappyEnding.
** The Americans secure their mission by [[spoiler:evaporating all opposition with Siberite bombs]] and then proceed with the original assignment. After this, there is nothing left for the humans to do but die. Two million years hence, the Americans dominate the world economy, while the Soviet Republic chafes under their dominion.

to:

* BaselessMission: Many missions, especially the American ones. Your objective is either to survive, capture the enemy base, infiltrate it or [[spoiler: [[StealthBasedMission run away flee with your fellow characters defectors from the main forces]] your former allies' vast armies]] if you decide to defect to the Alliance.]]
* BittersweetEnding: No matter which side you stick with, there is no HappyEnding.
HappyEnding, as the nature of the time travelling involved ensures there is no going home.
** The Americans secure their mission by [[spoiler:evaporating all opposition with Siberite bombs]] and then proceed with the original assignment. After this, there is nothing left for the humans to do but die. Two million years hence, the Americans dominate the world economy, while the Soviet Republic Union chafes under their dominion.



** [[spoiler: The Alliance]] ending is the most optimistic one. They [[spoiler:either choose the Arab ending and destroy the main vein, or force the other sides of the conflict (the Americans and the Soviets) to surrender, then try to "build a better future"]]. This ending does not explain what happens in the future, however.0

to:

** [[spoiler: The Alliance]] ending is the most optimistic one. They [[spoiler:either choose the Arab ending and destroy the main vein, or force the other sides of the conflict (the Americans and the Soviets) to surrender, then try to "build a better future"]]. This ending does not explain what happens in the future, however.0


Added DiffLines:

* YouCantGoHomeAgain / EarthThatWas: Travelling back in time with the EON/TAWAR is one-way only; this leaves a fairly significant group of people stranded. The Americans send volunteers, the Soviet Union conscripts, and the Arabs mercenaries and fanatics.
Is there an issue? Send a MessageReason:
Worker Unit is kinda a mess. Someone help out here.


* WorkerUnit: Every single character can be equipped with engineering equipment (as long as there is an operating stockpile), allowing him or her to build and repair structures and carry crates. Americans may also use apemen as pack-mules and to help construct or repair, but human or AI-controlled construction vehicles are required to actually start the construction.
* YankTheDogsChain: The trailer for the game has some Americans pulling a risky raid for supplies from the future, losing one of their number in the process, only to find out later that the crate they fought for was full of [[spoiler:Coca-cola cans]].

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* WorkerUnit: Every single character can be equipped with engineering equipment change their class to Engineer (as long as there is an operating stockpile), active Stockpile), allowing him or her them to build and repair structures and carry crates. Americans may also use apemen as pack-mules and to help construct or repair, but a human or an AI-controlled construction vehicles are vehicle is required to actually start the construction.
* YankTheDogsChain: The trailer for the game has some a group of Americans pulling a risky raid for supplies from the future, losing one of their number in the process, only to find out later discover that the crate they fought for was full of [[spoiler:Coca-cola cans]]. cans.]]
Is there an issue? Send a MessageReason:
Two typos, a missing article and two words that are grammatically correct but somewhat casual.


* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]], [[DisproportionateRetribution and then open fire at you.]] Even if everything goes smooth, she will ''still'' consider [=MacMillan=]'s choice suspect because of his affection for Joan.

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* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection defection to the Alliance]], she will berate you for loosing losing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]], [[DisproportionateRetribution and then open fire at you.]] you]]. Even if everything goes smooth, smoothly, she will ''still'' consider [=MacMillan=]'s choice suspect suspicious because of his affection for Joan.
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None


* ICallItVera: Burlak's custom-built tank is called Masha. Bonus points for the Americans thinking it's his girlfriend.

to:

* ICallItVera: Burlak's custom-built tank is called Masha. Bonus points for the The Americans thinking think it's his girlfriend.



* LateCharacterSyndrome: Pretty common in both campaigns with characters unimportant to the plot being added constantly to ensure you always have enough troops to complete a level, even if you lost most of them in the previous one. [[spoiler:And if you choose to pursuit Alliance route, all characters from the other side of conflict will fall under this trope.]]

to:

* LateCharacterSyndrome: Pretty common in both campaigns with characters unimportant to the plot being added constantly to ensure you always have enough troops to complete a level, even if you lost most of them in the previous one. [[spoiler:And if you choose to pursuit Alliance route, all most characters from the other side of conflict will fall under this trope.]]



* MechaMooks: Humans and apemen are strictly limited in numbers, but each faction has access to a (depending on resource availability) potentially unlimited amount of disposable unmanned vehicles: AI units for Russians, remote-controlled for Arabs, both for Americans.

to:

* MechaMooks: Humans and apemen are strictly limited in numbers, but each faction has access to a (depending on resource availability) potentially unlimited amount of disposable unmanned vehicles: AI units AI-controlled for Russians, remote-controlled for Arabs, both for Americans.



* NintendoHard: The game is notoriously unforgiving, even with fresh troops each mission.

to:

* NintendoHard: The game is notoriously unforgiving, unforgiving; lose too many people and even with fresh troops the constant influx of new high-level characters in each mission.mission won't help.



* NonStandardGameOver: The American campaign can finish before it even starts for real, if you refuse to enter EON. For the Russians, staying loyal to Platonov when given a chance to betray or usurp him has... [[TheScapegoat unpleasant]]... [[ShotAtDawn consequences]].

to:

* NonStandardGameOver: The American campaign can finish end before it even starts for real, if you refuse to enter EON. For the Russians, staying loyal to Platonov when given a chance to betray or usurp him has... [[TheScapegoat unpleasant]]... [[ShotAtDawn consequences]].



* OurTimeTravelIsDifferent: EON/TAWAR don't have any kind of control panel. It sends anyone and anything you put inside (and fits inside - it's no bigger than a regular doors) exactly 2 million years into past. With accuracy of 4-5 years. In a radius of 15 miles around its stand in the "present day". So just imagine how gathering your troops and resources (they are sent from the future) looks like. And it works only one way - to the past. Not to mention you need [[UnObtainium Siberite/Alaskite]] to even run it.
* PacifistRun: One of your secondary objectives during [[spoiler: desertion from American forces]] is this, as your enemies [[spoiler: are your fellow soldiers and friends]]. There is also [[GuideDangIt a special puzzle]] if Lisa Lawson is in your team, as she won't go with you unless you neutralize soldier standing next to her, doing it without killing him ''and'' not letting her see you in action...
* ReinventingTheWheel: ZigZagged. Most upgrades will stay researched between missions, but some will have to be researched second time and then they will too be passed to next missions.
* RidiculouslyFastConstruction: [[JustifiedTrope Somewhat justified]]. The speed of construction depends on skill and number of engineers or mechanics involved, while most of their job is combining prefabricated elements.
* RockBeatsLaser: Laser-based weapons can tear down any kind of vehicle in their range. Strangely, they do almost no damage to humans and apes, so a lone turret can be destroyed by dismantling it.

to:

* OurTimeTravelIsDifferent: EON/TAWAR don't have any kind of control panel. It has very restricted functionality: it is strictly one-way, it always sends anyone and anything you put inside (and fits inside - it's no bigger than a regular doors) exactly 2 objects back about two million years into past. With accuracy to its current location, and anything sent must fit inside a chamber which can house a human adult and not much more. In addition, the time of 4-5 years. In arrival can vary by several years in either direction, and the point of arrival can be anywhere within a radius of 15 miles around its stand in the "present day". So just imagine how gathering your troops and resources (they are sent from the future) looks like. And it works only one way - to the past. Not to mention you need about fifteen miles. Finally, [[UnObtainium Siberite/Alaskite]] is required to even run it.
power it, making the venture a gamble as supplies are extremely limited.
* PacifistRun: One of your secondary objectives during [[spoiler: your desertion from American forces]] the Americans in the Alliance branch]] is this, as your enemies [[spoiler: are your fellow soldiers and friends]]. There is If you wish to bring [[spoiler:Lisa Lawson]] with you for this, you also need to [[GuideDangIt incapacitate a special puzzle]] if Lisa Lawson is in your team, as she won't go with you unless you neutralize nearby soldier standing next to her, doing it without killing him ''and'' not or letting her see you in action...
fighting him]].
* ReinventingTheWheel: ZigZagged. Most Some upgrades will stay researched consistent between missions, but while others require you to research them again; sometimes the reinvented upgrades stay permanent, too. Justified for some will have of the items as most of the equipment is manufactured on-site, and might need special machinery to be researched second time and then they will too be passed to next missions.
created first.
* RidiculouslyFastConstruction: [[JustifiedTrope Somewhat justified]]. The speed of construction depends on skill and number of engineers or mechanics involved, while most of their job is combining prefabricated elements.
Justified]]. Most buildings are made from prefabbed materials.
* RockBeatsLaser: Laser-based weapons can tear down wreck any kind of vehicle in their range. Strangely, they do almost no damage to humans and apes, so a lone turret can be destroyed by dismantling it.



* StartingUnits: In some missions, you start with vehicles which you are able to neither produce nor fuel.
* StealthBasedMission: Each campaign has a handful of stealth missions where being discovered leads to being killed almost immediately. The game as a whole implements stealth-based mechanics: crawling through high grass makes you virtually invisible, whereas walking, running or driving through grass flattens it for several minutes, revealing your movements, high ground lets you spot careless foes from afar, and gasoline engines can be heard from outside the fog of war.

to:

* StartingUnits: In some missions, most missions you start with vehicles which you are able to neither produce nor fuel.
fuel. Generally you are expected to use them to help you gain a foothold on the map before their fuel runs out; from there, you can then keep them fuelled up indefinitely.
* StealthBasedMission: Each campaign has a handful of stealth missions where being discovered leads to being killed almost immediately. The game as a whole implements stealth-based mechanics: crawling through high grass makes you virtually invisible, whereas walking, running or driving through grass flattens it for several minutes, revealing your movements, movements; high ground lets you spot careless foes from afar, afar; and gasoline engines can be heard from outside the fog of war.



* TrappedInThePast: EON/TAWAR only goes in one direction. All characters are aware of this.

to:

* TrappedInThePast: EON/TAWAR only goes in one direction. All characters are This is a plot point: everyone who steps through the doorway is aware of this.the consequences, but once they arrive they often find their purpose eroding.

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Removed: 1607

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Awesome But Impractical refers to how useful it is from the player\'s perspective. The five-man band is extremely forced. There are no sentient A Is. This is my second attempt to make the article a bit more neutral.


* ActionGirl: Lisa Lawson.
* TheAloner: Tim Gladstone, a scientist, who arrived as first time-traveller and spent a year alone.
* AlternateTimeline: Contrary to popular believe American and Soviet campaigns are '''not''' set in the same timeline. What happens in one of them has nothing to do with events of second and vice versa.
* ArmyOfOne: Check HarderThanHard below.
* TheAtoner: One of the main motifs for [[spoiler: Alliance]].
* AwesomeButImpractical: Most of Arab weapons. Come on, motorised ballista?
* BadBoss: For both campaigns! The American general Ron Harrison is actually a ReasonableAuthorityFigure, but gets quickly replaced by Arthur Powell, a stubborn JerkAss. The Russians have it even worse with Major Platonov and his belief in WeHaveReserves.
* BaselessMission: Many American missions are these. Your objective is either to survive, capture the enemy base, infiltrate it or [[spoiler: [[StealthBasedMission run away with fellow characters from the main forces]] if you decide to defect to the Alliance.]]
* BittersweetEnding: Really, no matter which side you stick with, the final outcome is far from typical HappyEnding, mostly thanks to FridgeLogic. In case of win:
** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die. In this time line future, America will oppress the whole planet and the Soviet Union with stalinism ideology will still exists.
** Soviets will evaporate all opposition with Alaskite bombs and then... well, they can only die. In this time line future United States are too weak to stop new Russia (as Soviet Union collapsed) from invasion.
** Arabs will blow up Siberite main vein, which will lead to EarthShatteringKaboom. There is no future in this scenario, at least not for Earth.
** [[spoiler: Alliance]] ending is the most opimistic one. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders from superiors who won't even be born for next 2 million years. The final outcome is close to EarnYourHappyEnding. In this time line future, neither America nor Russia got the upper hand and probably no invasion will happen.

to:

* ActionGirl: Lisa Lawson.
Lawson. All of the female characters, for that matter, as anyone can change class to a military one.
* TheAloner: Tim Gladstone, a scientist, who arrived as was the first time-traveller to arrive and spent a year alone.
* AlternateTimeline: Contrary Strongly implied. The Americans in the first timeline go back in time to popular believe American and steal the time machine, creating a timeline where they are dominant. The Soviet campaigns are '''not''' set in Union from the same second timeline sends people back in time to counter this, and meet the Americans from the first timeline. What happens in one of them has nothing to do with events of second and vice versa.
Rather than create a StableTimeLoop, a third timeline is created where everyone fights.
* ArmyOfOne: Check HarderThanHard below.
One particular mission has you holding off an entire army with tanks with just two characters.
* TheAtoner: One of the main motifs reasons for [[spoiler: Alliance]].
* AwesomeButImpractical: Most of Arab weapons. Come on, motorised ballista?
the Alliance ending]].
* BadBoss: For both campaigns! Both campaigns get this. The American general Ron Harrison is actually a ReasonableAuthorityFigure, but gets quickly replaced by Arthur Powell, a stubborn JerkAss. The Russians have it even worse with Major Platonov and his belief in WeHaveReserves.
* BaselessMission: Many missions, especially the American missions are these.ones. Your objective is either to survive, capture the enemy base, infiltrate it or [[spoiler: [[StealthBasedMission run away with fellow characters from the main forces]] if you decide to defect to the Alliance.]]
* BittersweetEnding: Really, no No matter which side you stick with, the final outcome there is far from typical HappyEnding, mostly thanks to FridgeLogic. In case of win:
no HappyEnding.
** The Americans will secure their mission by evaporating [[spoiler:evaporating all opposition with Siberite bombs bombs]] and then they will proceed with the original assignment. Then... well, they can only After this, there is nothing left for the humans to do but die. In this time line future, America will oppress Two million years hence, the whole planet and Americans dominate the world economy, while the Soviet Republic chafes under their dominion.
** Similarly, the Soviet campaign ends in much the same way, except that
the Soviet Union with stalinism ideology will still exists.
** Soviets will evaporate all opposition with Alaskite bombs and then... well, they can only die. In this time line future
is now in a position superior enough to invade the United States are too weak to stop new Russia (as Soviet Union collapsed) from invasion.
without any trouble.
** The Arabs will blow [[spoiler:blow up the main Siberite main vein, which will lead leads to an EarthShatteringKaboom. There is no future in this scenario, at least not for Earth.
Earth.]]
** [[spoiler: The Alliance]] ending is the most opimistic optimistic one. They [[spoiler:either choose the Arab ending and destroy (Arabs) the main vein, or force to surrender (Americans and Soviets) the other sides of the conflict (the Americans and the Soviets) to surrender, then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want try to live their lives instead of mindlessly following orders from superiors who won't even be born for next 2 million years. The final outcome is close to EarnYourHappyEnding. In this time line "build a better future"]]. This ending does not explain what happens in the future, neither America nor Russia got the upper hand and probably no invasion will happen.however.0



* ColourCodedArmies: Each faction has its own unique color. Americans are blue, [[RedScare Soviets are red]], [[spoiler: Arabs are yellow and the Alliance uses light green.]]
* CommandAndConquerEconomy: Buildings not only need your direct orders, but also require characters inside to actually work. Laboratories need scientists, while garages and factories are operated by mechanics.
* ConflictingLoyalty: As the game progress, it's more and more apparent for the characters that their objective is not as noble as they thought at the beginning. [[spoiler: This ultimately leads to creation of Alliance, made by deflected scientists of both sides.]]
* CoolCar: American morphing chassis, a mix between a tracked and wheeled chassis, utilising the speed of its wheeled mode when moving on plain ground, and switching to tracked mode when encountering more difficult terrain. While very durable, thanks to it's special ability it's also very fast, so anything build with this chassis turns into LightningBruiser.

to:

* ColourCodedArmies: Each faction has its own unique color. Americans are blue, [[RedScare Soviets are red]], [[spoiler: Arabs are yellow and the [[spoiler:the Alliance uses light green.]]
* CommandAndConquerEconomy: Justified, as it emphasizes how make-shift everything is. Buildings not only need your direct orders, but also require characters inside to actually work. Laboratories need scientists, while garages and factories are operated by mechanics.
* ConflictingLoyalty: As the game progress, it's more and more apparent for the characters slowly realise that their objective is not as noble as they thought at the beginning. [[spoiler: This ultimately leads to creation of Alliance, made by deflected defecting scientists of from both sides.sides from the Alliance.]]
* CoolCar: American morphing chassis, a mix between a tracked and wheeled chassis, utilising the speed of its wheeled mode when moving on plain ground, and switching to tracked mode when encountering more difficult terrain. While very durable, thanks to it's its special ability it's also very fast, so anything build built with this chassis turns into a LightningBruiser.



* EnemyExchangeProgram: You can capture structures of other factions and use them to produce vehicles or provide equipment normally available for the enemy. This is actually a plot point in American-Arab relations.
* EverythingFades: Averted. Corpses remain where they fall, grass can regrow and explosions leave permanent craters. In 2001 game.
* FiveManBand: Americans seem to follow this trope
** TheHero: John [=MacMillan=]
** TheLancer: Frank Forsyth
** TheSmartGuy: Peter Roth
** TheBigGuy: Lisa Lawson
** TheChick: Joan Fergusson

to:

* EnemyExchangeProgram: You can capture structures of other factions and use them to produce vehicles or provide equipment normally available for the enemy. This is actually a plot point in integral to American-Arab relations.
interactions in the campaign.
* EverythingFades: Averted. Corpses remain where they fall, grass can regrow and explosions leave permanent craters. In 2001 game.
* FiveManBand: Americans seem to follow this trope
** TheHero: John [=MacMillan=]
** TheLancer: Frank Forsyth
** TheSmartGuy: Peter Roth
** TheBigGuy: Lisa Lawson
** TheChick: Joan Fergusson
This is quite notable for a game from 2001.



* FragileSpeedster: Arab's hat. While in most cases it's their main weakness than anything else, when their vehicles are [[ActionBomb packed with explosives]], this turns into a serious thread to your troops when on open ground.

to:

* FragileSpeedster: Arab's hat. While in most cases it's their main weakness The Arab playstyle. Although as a rule they are more fragile than anything else, when their vehicles are threatening, they can [[ActionBomb packed pack vehicles with explosives]], this turns into a serious thread to your troops when which makes them highly dangerous on open ground.



* GarrisonableStructures: Almost all buildings, but only barracks, sand-bags and manned gun positions work as typical garrisons, allowing characters inside to shoot at opponents.

to:

* GarrisonableStructures: Almost all buildings, buildings can be occupied, but only barracks, sand-bags and manned gun positions work as typical garrisons, allowing characters inside to shoot at opponents.



* GuideDangIt: If [[spoiler: you decide to defect to the Alliance]] in American campaign, you have to pick up five characters, who will join you for the rest of the game, making it really tough choice. What you don't know at that point is that Frank Forsyth and Joan Ferguson will join you regardless of your picks. The kicker? They are probably the last characters you won't pick by yourself. And taking Lisa Lawson with you in this mission is nigh impossible without reading somewhere how to do it.
* HarderThanHard: If current mission is unbeatable, don't worry. The next one will be even worse. American campaign has probably the best examples of this trope. In one of late missions right after the start you have to get to your base on the other end of the map. On arrival you find out that the base is almost completly razed. While you are busy rebuilding and repairing, the enemy have already a steady attack force, driving (yeah, with tanks) toward your location. After pushing [[ZergRush them off and off]], researching quite a lot, gathering loads of resources and building bunch of your own vehicles you actually have to attack 2nd best fortress designed in-game, tearing it to the ground. With conventional weapons. And here comes the best part - all of that with just TWO characters. [[UpToEleven One of them being a scientist]].
* HeroMustSurvive: Losing either [=MacMillan=] or Burlak is an instant game over.

to:

* GuideDangIt: If [[spoiler: you decide to defect to the Alliance]] in American campaign, you have to pick up five characters, who will join you for the rest of the game, making it really tough choice. What you don't know at that point is that Frank Forsyth [[spoiler:Frank Forsyth]] and Joan Ferguson [[spoiler:Joan Ferguson]] will join you regardless of your picks. The kicker? They choices. These two are probably the last characters you won't pick by yourself. And taking Lisa Lawson your first choice, too. [[spoiler:Lisa Lawson]] is especially difficult to bring along with you in this mission is nigh impossible without reading somewhere how to do it.
* HarderThanHard: If current mission is unbeatable, don't worry. The next one will be even worse. American campaign has probably the best examples of this trope. In one of late missions right after the start you have to get to your base on the other end of the map. On arrival you find out that the base is almost completly razed. While you are busy rebuilding and repairing, the enemy have already a steady attack force, driving (yeah, with tanks) toward your location. After pushing [[ZergRush them off and off]], researching quite a lot, gathering loads of resources and building bunch of your own vehicles you actually have to attack 2nd best fortress designed in-game, tearing it to the ground. With conventional weapons. And here comes the best part - all of that with just TWO characters. [[UpToEleven One of them being a scientist]].
no prior knowledge.
* HeroMustSurvive: Losing either [=MacMillan=] or Burlak is an instant game over. Additionally, in the American campaign, if [[LoveInterests Joan]] is on the field, one of the secondary objectives is always to make sure she remains alive, whereas in the Russian campaign, it's Burlak's ''tank''.



* InfiniteSupplies: Oh how averted... in some missions you not only don't get supplies from the future, but also from bigger bases in "present", being forced to conserve what you get at start. [[PunctuatedForEmphasis Every. Single. Crate]]. Sometimes it's even necessary to dismantle your vehicles to get enough supplies for needed buildings or sufficient defences.
** But you can '''never''' run out of ammo.
* InstantAIJustAddWater: Both Americans and Russians research and use unmanned defences and vehicles controlled by AI, producting them en-mass. 2 millions years BC, using supplies sent from early 2000's.

to:

* InfiniteSupplies: Oh how averted... in some Zig-zagged. Supplies will spawn randomly, and will never run out, but treating the supplies as finite is an important part of the gameplay. Certain missions you not only also take place in regions and times where supplies don't get supplies from the future, but also from bigger bases in "present", being forced appear, so you have to conserve spend what you get at start. [[PunctuatedForEmphasis Every. Single. Crate]]. Sometimes it's even necessary start with extremely carefully, to dismantle the point of recycling vehicles and buildings to build something more important. Keeping track of fuel for your vehicles to get enough supplies for needed buildings or sufficient defences.
** But you can '''never''' run out of ammo.
* InstantAIJustAddWater: Both Americans and Russians research and use unmanned defences and vehicles controlled by AI, producting them en-mass. 2 millions years BC, using supplies sent from early 2000's.
is also important. Ammunition is infinite, however.



* LateCharacterSyndrome: Pretty common in both campaigns with characters non-important for the plot. [[spoiler:And if you choose to pursuit Alliance route, all characters from the other side of conflict will fall under this trope.]]
* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]] Even if everything will go smooth, she will ''still'' consider [=MacMillan=]'s choice flaved by his affection toward Joan.

to:

* LateCharacterSyndrome: Pretty common in both campaigns with characters non-important for unimportant to the plot.plot being added constantly to ensure you always have enough troops to complete a level, even if you lost most of them in the previous one. [[spoiler:And if you choose to pursuit Alliance route, all characters from the other side of conflict will fall under this trope.]]
* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. friends]], [[DisproportionateRetribution And and then she will open fire at you.]] Even if everything will go goes smooth, she will ''still'' consider [=MacMillan=]'s choice flaved by suspect because of his affection toward for Joan.



* MightyGlacier: Soviet's hat. Almost all their vehicles trade speed for all-terrain heavy tracks, sturdy armour and bigger guns. Their faction-specific infantry weapon, heavy rocket launcher, was found too heavy and thus slowing soldiers down, so it goes with heavy body armour as a way to compensate for already low mobility.
* NintendoHard: Most of missions tend to be like this. Having 6 characters under your command is almost like hitting unit-limit in all RTS games.
* NonEntityGeneral: Averted. The American protagonist, John [=MacMillan=], is something of a WarriorPoet, while the Russian Jurij Ivanovich "Burlak" Gorki is more of a BoisterousBruiser.
* NonIndicativeDifficulty: The in-game description [[BlatantLies calls the American campaign easy and good for new players.]]

to:

* MightyGlacier: Soviet's hat.The Soviets' playstyle. Almost all their vehicles trade speed for all-terrain heavy tracks, sturdy armour and bigger guns. Their faction-specific infantry weapon, the heavy rocket launcher, was found to be too heavy and thus slowing soldiers down, for fast movement, so it goes with heavy body armour as a way to compensate for already low mobility.
* NintendoHard: Most of missions tend to be like this. Having 6 characters under your command The game is almost like hitting unit-limit in all RTS games.
notoriously unforgiving, even with fresh troops each mission.
* NonEntityGeneral: Averted. The player is represented by John [=MacMillan=] in the American protagonist, John [=MacMillan=], is something of a WarriorPoet, while the Russian campaign and Jurij Ivanovich "Burlak" Gorki is more of a BoisterousBruiser.
in the Russian campaign.
* NonIndicativeDifficulty: The in-game description [[BlatantLies calls the American campaign easy and good for new players.players. This is true... [[MetaphoricalTruth from a relative perspective.]]



* ProtectionMission: In the American campaign if [[LoveInterests Joan]] is on the field, one of the secondary objectives is always to make sure she's alive. In case of Russian campaign, it's [[BrickJoke Burlak's tank...]]



* RockBeatsLaser: Laser-based weapons can tear down any kind of vehicle in their range. Strangely they do almost no damage to humans and apes, so you can simply take down laser turrets even by dismantling them. Providing they are not covered with some [[MoreDakka real firepower]]. Also, you can [[spoiler: kill drivers in vehicles when your characters are equipped with sniper rifles, and then]] easly retake those vehicles.

to:

* RockBeatsLaser: Laser-based weapons can tear down any kind of vehicle in their range. Strangely Strangely, they do almost no damage to humans and apes, so you a lone turret can simply take down laser turrets even be destroyed by dismantling them. Providing they are not covered with some [[MoreDakka real firepower]]. Also, you can [[spoiler: kill drivers in vehicles when your characters are equipped with sniper rifles, and then]] easly retake those vehicles.it.



* SlapOnTheWristNuke: While Siberite/Alaskite bomb isn't a classic nuke, it's portrayed as something much, much more powerful. Being the most powerful weapon in-game, it is able to take nothing bigger than a dense-packed medium-sized base.
* SlidingScaleOfIdealismVersusCynicism: While not a happy stroll in the park in any way, the American campaign is much more idealistic than the Russian one, where several important characters are unceremoniously killed off (including [[spoiler: Burlak's brother and [=MacMillan=]'s LoveInterest, not to mention Tim Gladston in just first mission]]), and remaining loyal to your BadBoss earns you a firing squad rather than his respect. [[spoiler: If you decide to follow it, the Alliance route is more idealistic than staying loyal to either of the sides.]]
* SovietSuperscience: Soviet tanks at the beginning. Then Soviet time-displacement technology, teleportation and probably out of all [[HumongousMecha mecha armed with all-kind-of-possible-weapon]] build like a factory, not in a factory. Not to mention being build 2 millions years ago by bunch of car mechanics.
* StartingUnits: In some missions, you start with vehicles which you are able to neither produce nor fuel...
* StealthBasedMission: At least one is obligatory stealth if you are even thinking about finishing it. That's right. A stealth mission in RTS game. And you would be suprised how well it is made.
* TakeAThirdOption: The Russian victory means they invade United States in the present day, while the American victory creates an AlternateUniverse where they oppress the whole planet and the USSR still exists. To avoid this, [[WideEyedIdealist Peter Roth]] hopes for both sides' scientists to cooperate in understanding. The Arabs have their own third option as well, although a rather... [[StuffBlowingUp extreme]] one.

to:

* SlapOnTheWristNuke: While Siberite/Alaskite bomb the [[spoiler:Siberite/Alaskite bomb]] isn't a classic nuke, it's portrayed as something much, much more powerful. Being the most powerful weapon in-game, it is able to take nothing bigger than at best capable of destroying a dense-packed medium-sized densely-packed mid-size base.
* SlidingScaleOfIdealismVersusCynicism: While not a happy stroll in the park in any way, the American campaign is much more idealistic than the Russian one, where several important characters are unceremoniously killed off (including [[spoiler: Burlak's brother and [=MacMillan=]'s LoveInterest, not to mention Tim Gladston in just the first mission]]), and remaining loyal to your BadBoss earns you a firing squad rather than his respect. [[spoiler: If you decide to follow it, the Alliance route is more the most idealistic than staying loyal to route in either of the sides.campaign.]]
* SovietSuperscience: Soviet tanks at The Soviets get most of the beginning. Then Soviet ScienceFiction gadgets: time-displacement technology, teleportation and probably out of all [[HumongousMecha mecha armed with all-kind-of-possible-weapon]] build like a factory, not in a factory. HumongousMecha. Not to mention being build 2 millions years ago by bunch bad for a handful of car mechanics.
mechanics and theoretical physicists using prefabricated parts.
* StartingUnits: In some missions, you start with vehicles which you are able to neither produce nor fuel...
fuel.
* StealthBasedMission: At least one is obligatory Each campaign has a handful of stealth if missions where being discovered leads to being killed almost immediately. The game as a whole implements stealth-based mechanics: crawling through high grass makes you are even thinking about finishing it. That's right. A stealth mission in RTS game. And virtually invisible, whereas walking, running or driving through grass flattens it for several minutes, revealing your movements, high ground lets you would spot careless foes from afar, and gasoline engines can be suprised how well it is made.
heard from outside the fog of war.
* TakeAThirdOption: The Russian victory means they invade United States in the present day, while the American victory creates an AlternateUniverse where they oppress the whole planet and the USSR still exists. To avoid this, [[WideEyedIdealist Peter Roth]] hopes for both sides' [[spoiler:attempts to get the scientists from both sides to cooperate in understanding.defect, forming the Alliance.]]. The Arabs have their own third option as well, although a rather... [[StuffBlowingUp [[EarthShatteringKaboom extreme]] one.



* UnexpectedGameplayChange: It's an [[RealTimeStrategy RTS]], right? So all I have to do is build som... oh shit, is that a [[TacticalShooter tactical shooter]]? A [[StealthBasedMission stealth mission]]?
* VideoGameCaringPotential: Every human unit in the game is a unique individual with RPG-like stats, and when they die, they are {{Killed Off for Real}}. It is often better to deploy inferior remote-controlled or computer-controlled vehicles just to avoid risking your precious soldiers.
** Not to mention risking missing the dialogue, which is often hilarious.
* VideogameFlamethrowersSuck: Heavy guns does more damage and don't require to get so darn close.
* WhatCouldHaveBeen: For unknown reason the original plot was heavily changed, What you got in game is military expedition on both sides with lots of weapons, fighting equipment and trained soldiers. The [[IncrediblyLamePun original]] premise was that the Americans sent back miners, geologists, sciencists and few hunters and gave them just the basic survival equipment, with no professional soldiers to aid. And they get hard beating from Soviet well-fitted and trained armed forces, being there just to protect the Siberite/Alaskite from those damn capitalists. Just imagine how hard it would get in such setting. One of old concept arts is used as background in American campaign menu.
* WorkerUnit: Every single character can be equipped with engineering equipment (as long as there is an operating stockpile), allowing him or her to build and repair structures and carry crates. Americans may also use apemen as pack-mules and to help construct or repair, but human or AI-controlled construction vehicle is required to start building.
* YankTheDogsChain: Trailer for the game should get a special mention. Americans pull a risky raid for supplies from the future, loosing one of them, only to find out later that the crate they fight for was full of [[spoiler:Coca-cola cans]]. Then the whole game, plot-wise, is like this.
* YouRequireMoreVespeneGas: Crates represent resources sent from the future and they are used for everything. With proper technology, you can find oil deposits and later [[GreenRocks Siberite/Alaskite]], using them as fuel for your vehicles and power generators. There is also energy, produced by said generators or solar panels.

to:

* UnexpectedGameplayChange: It's an [[RealTimeStrategy RTS]], right? So all I have to do is build som... oh shit, some... wait, is that a [[TacticalShooter tactical shooter]]? A [[StealthBasedMission stealth mission]]?
* VideoGameCaringPotential: Every human unit in the game is a unique individual with RPG-like stats, and when they die, they are {{Killed Off for Real}}. KilledOffForReal. It is often better to deploy inferior remote-controlled or computer-controlled vehicles just to avoid risking your precious soldiers.
** Not to mention risking missing
soldiers. In the dialogue, which is often hilarious.
campaign, you also tend to miss out on story content if someone dies.
* VideogameFlamethrowersSuck: Heavy guns does more damage hit harder and don't require to get so darn close.
have far better range.
* WhatCouldHaveBeen: For unknown reason the original plot was heavily changed, What you got in game is military expedition on both sides with lots of weapons, fighting equipment and trained soldiers. The [[IncrediblyLamePun original]] premise was that of the Americans sent game had the American expedition going back in time consist only of miners, geologists, sciencists scientists and few hunters and gave them just the basic survival equipment, hunters, with no professional soldiers to aid. And for aid, and only basic equipment. In the past they get hard beating from Soviet well-fitted and trained armed forces, being there just would encounter a group of professional Russian soldiers sent to protect Soviet resources, forcing the Siberite/Alaskite from those damn capitalists. Just imagine expedition of civilians to learn how hard it would get in such setting. One of to fight as they struggled to survive against superior odds. An old concept arts piece is used as a background in the American campaign menu.
* WorkerUnit: Every single character can be equipped with engineering equipment (as long as there is an operating stockpile), allowing him or her to build and repair structures and carry crates. Americans may also use apemen as pack-mules and to help construct or repair, but human or AI-controlled construction vehicle is vehicles are required to actually start building.
the construction.
* YankTheDogsChain: Trailer The trailer for the game should get a special mention. has some Americans pull pulling a risky raid for supplies from the future, loosing losing one of them, their number in the process, only to find out later that the crate they fight fought for was full of [[spoiler:Coca-cola cans]]. Then the whole game, plot-wise, is like this.
cans]].
* YouRequireMoreVespeneGas: Crates represent resources sent from the future future, and they are used for everything. With proper technology, you can find oil Oil deposits and later [[GreenRocks Siberite/Alaskite]], using them as fuel for your vehicles and power generators. There is also energy, Energy, produced by said generators or solar panels.panels, which is used to power buildings.
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* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]] And even if everything will go smooth, she will ''still'' consider [=MacMillan=]'s choice flaved by his affection toward Joan.

to:

* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]] And even Even if everything will go smooth, she will ''still'' consider [=MacMillan=]'s choice flaved by his affection toward Joan.
Is there an issue? Send a MessageReason:
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* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]] And even if everything will go smooth, she will ''still'' consider [=MacMillan=]'s choice flaved by his affection toward Joan.

to:

* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]] And even if everything will go smooth, she will ''still'' consider [=MacMillan=]'s choice flaved by his affection toward Joan.

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Changed: 8

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* GambitPileup: Happens, when people from three different timelines decide to go to the point of divergence and tamper with history.



* MightyGlacier: Soviet's hat. Almost all their vehicles trade speed for all-terrain heavy tracks, sturdy armour and bigger guns. Their faction-specific infantry weapon, heavy rocket launcher, was found too heavy and thus slowing soldiers down, so it goes with heavy body armour as a way to compensate for low mobility.

to:

* MightyGlacier: Soviet's hat. Almost all their vehicles trade speed for all-terrain heavy tracks, sturdy armour and bigger guns. Their faction-specific infantry weapon, heavy rocket launcher, was found too heavy and thus slowing soldiers down, so it goes with heavy body armour as a way to compensate for already low mobility.

Added: 547

Changed: 185

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* CoolCar: American morphing chassis, a mix between a tracked and wheeled chassis, utilising the speed of its wheeled mode when moving on plain ground, and switching to tracked mode when encountering more difficult terrain.

to:

* CoolCar: American morphing chassis, a mix between a tracked and wheeled chassis, utilising the speed of its wheeled mode when moving on plain ground, and switching to tracked mode when encountering more difficult terrain. While very durable, thanks to it's special ability it's also very fast, so anything build with this chassis turns into LightningBruiser.



* FragileSpeedster: Arab's hat. While in most cases it's their main weakness than anything else, when their vehicles are [[ActionBomb packed with explosives]], this turns into a serious thread to your troops when on open ground.



* GeoEffects: Bushes, trees and buildings realistically block parts of your line of sight. Hills and upper ground allow you to see for longer distances. Trees block your vehicles and building spots, unless you bulldoze them. Rought terrain and slopes block wheeled vehicles from passing.

to:

* GeoEffects: Bushes, trees and buildings realistically block parts of your line of sight. Hills and upper ground allow you to see for longer distances. Trees block your vehicles and building spots, unless you bulldoze them. Rought terrain and slopes block wheeled vehicles from passing. Shallow water and mud slows units considerably.


Added DiffLines:

* MightyGlacier: Soviet's hat. Almost all their vehicles trade speed for all-terrain heavy tracks, sturdy armour and bigger guns. Their faction-specific infantry weapon, heavy rocket launcher, was found too heavy and thus slowing soldiers down, so it goes with heavy body armour as a way to compensate for low mobility.
Is there an issue? Send a MessageReason:
None


* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]]

to:

* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]]]] And even if everything will go smooth, she will ''still'' consider [=MacMillan=]'s choice flaved by his affection toward Joan.

Added: 974

Changed: 107

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* ConflictingLoyalty: As the game progress, it's more and more apparent for the characters that their objective is not as noble as they thought at the beginning. [[spoiler: This ultimately leads to creation of Alliance, made by deflected scientists of both sides.]]



* GuideDangIt: If [[spoiler: you decide to defect to the Alliance]] in American campaign, you have to pick up five characters, who will join you for the rest of the game, making it really tough choice. What you don't know at that point is that Frank Forsyth and Joan Ferguson will join you regardless of your picks. The kicker? They are probably the last characters you won't pick by yourself.

to:

* GuideDangIt: If [[spoiler: you decide to defect to the Alliance]] in American campaign, you have to pick up five characters, who will join you for the rest of the game, making it really tough choice. What you don't know at that point is that Frank Forsyth and Joan Ferguson will join you regardless of your picks. The kicker? They are probably the last characters you won't pick by yourself. And taking Lisa Lawson with you in this mission is nigh impossible without reading somewhere how to do it.


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* LoveMakesYouDumb: If you botch Lisa Lawson's recruitment during [[spoiler: [=MacMillan=]'s deflection to Alliance]], she will berate you for loosing your head over a chick, abandoning your superiors and [[BandOfBrothers real friends]]. [[DisproportionateRetribution And then she will open fire at you.]]


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* PacifistRun: One of your secondary objectives during [[spoiler: desertion from American forces]] is this, as your enemies [[spoiler: are your fellow soldiers and friends]]. There is also [[GuideDangIt a special puzzle]] if Lisa Lawson is in your team, as she won't go with you unless you neutralize soldier standing next to her, doing it without killing him ''and'' not letting her see you in action...

Added: 841

Changed: 1057

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* HarderThanHard: If current mission is unbeatable, don't worry. The next one will be even worse. American campaign has probably the best examples of this trope. In one of late missions right after the start you have to get to your base on the other end of the map. On arrival you find out that the base is almost completly razed. While you are busy rebuilding and repairing, the enemy have already a steady attack force, driving (yeah, with tanks) toward your location. After pushing [[ZergRush them off and off]], researching quite a lot, gathering loads of resources and building bunch of your own vehicles you actually have to attack 2nd best fortress designed in-game, tearing it to the ground. With conventional weapons. And here comes the best part - all of that with just TWO characters. One of them being a scientist.

to:

* GuideDangIt: If [[spoiler: you decide to defect to the Alliance]] in American campaign, you have to pick up five characters, who will join you for the rest of the game, making it really tough choice. What you don't know at that point is that Frank Forsyth and Joan Ferguson will join you regardless of your picks. The kicker? They are probably the last characters you won't pick by yourself.
* HarderThanHard: If current mission is unbeatable, don't worry. The next one will be even worse. American campaign has probably the best examples of this trope. In one of late missions right after the start you have to get to your base on the other end of the map. On arrival you find out that the base is almost completly razed. While you are busy rebuilding and repairing, the enemy have already a steady attack force, driving (yeah, with tanks) toward your location. After pushing [[ZergRush them off and off]], researching quite a lot, gathering loads of resources and building bunch of your own vehicles you actually have to attack 2nd best fortress designed in-game, tearing it to the ground. With conventional weapons. And here comes the best part - all of that with just TWO characters. [[UpToEleven One of them being a scientist.scientist]].
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* GeoEffects: Bushes, trees and buildings realistically block parts of your line of sight. Hills and upper ground allow you to see for longer distances. Trees block your vehicles and building spots, unless you bulldoze them.

to:

* GeoEffects: Bushes, trees and buildings realistically block parts of your line of sight. Hills and upper ground allow you to see for longer distances. Trees block your vehicles and building spots, unless you bulldoze them. Rought terrain and slopes block wheeled vehicles from passing.
Is there an issue? Send a MessageReason:
None


* EnemyExchangeProgram: You can capture structures of other factions and use them to produce vehicles or use equipment normally available for the enemy. This is actually a plot point in American-Arab relations.

to:

* EnemyExchangeProgram: You can capture structures of other factions and use them to produce vehicles or use provide equipment normally available for the enemy. This is actually a plot point in American-Arab relations.
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* AlternateTimeline: Contrary to popular believe American and Soviet campaign are '''not''' set in the same timeline. What happens in one of them has nothing to do with events of second and vice versa.

to:

* AlternateTimeline: Contrary to popular believe American and Soviet campaign campaigns are '''not''' set in the same timeline. What happens in one of them has nothing to do with events of second and vice versa.
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* BaselessMission: Many American missions are these. Your objective is either to survive, capture the enemy base, infiltrate it or [[spoiler: [[StealthBasedMission run away with fellow characters from the main forces]] if you decide to defect to the Alliance.]]


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* ColourCodedArmies: Each faction has its own unique color. Americans are blue, [[RedScare Soviets are red]], [[spoiler: Arabs are yellow and the Alliance uses light green.]]
* CommandAndConquerEconomy: Buildings not only need your direct orders, but also require characters inside to actually work. Laboratories need scientists, while garages and factories are operated by mechanics.


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* DefogOfWar: Radar and snipers work this way. It's a really good idea to build a single radar vehicle, preferably AI controlled.


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* EnemyExchangeProgram: You can capture structures of other factions and use them to produce vehicles or use equipment normally available for the enemy. This is actually a plot point in American-Arab relations.


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* ForcedLevelGrinding: There are two ways to beat each level and the game. The first is to take your time with every mission, gaining as much experience as possible with every single character under your command. The second is to just win missions and then restart the whole campaign halfway through because your characters are laughable wimps. Training your scientists in combat skills is not an option. It's a must.


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* GarrisonableStructures: Almost all buildings, but only barracks, sand-bags and manned gun positions work as typical garrisons, allowing characters inside to shoot at opponents.
* GeoEffects: Bushes, trees and buildings realistically block parts of your line of sight. Hills and upper ground allow you to see for longer distances. Trees block your vehicles and building spots, unless you bulldoze them.


Added DiffLines:

* HeroMustSurvive: Losing either [=MacMillan=] or Burlak is an instant game over.


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* ICallItVera: Burlak's custom-built tank is called Masha. Bonus points for the Americans thinking it's his girlfriend.


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* InstantMilitia: Played with. Each character can be equipped with a rifle or faction-specific weapon as long as you have access to any barracks or armoury. The actual performance of such soldier is based on his or her combat skill. If there is no place to get better weapons, non-soldier characters will use handguns.
* JustifiedTutorial: In both campaigns, the main character lands in a different situation than was expected by higher ops, so explaining some basics of gameplay is connected with the actual storyline.


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* NonIndicativeDifficulty: The in-game description [[BlatantLies calls the American campaign easy and good for new players.]]


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* ProtectionMission: In the American campaign if [[LoveInterests Joan]] is on the field, one of the secondary objectives is always to make sure she's alive. In case of Russian campaign, it's [[BrickJoke Burlak's tank...]]


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* RidiculouslyFastConstruction: [[JustifiedTrope Somewhat justified]]. The speed of construction depends on skill and number of engineers or mechanics involved, while most of their job is combining prefabricated elements.


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* ShowsDamage: Damaged buildings combine this with DamageIsFire. After sustaining enough damage, structures will become unusable smouldering ruins. If you don't repair them, they will burn to the ground.


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* StartingUnits: In some missions, you start with vehicles which you are able to neither produce nor fuel...


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* UnexpectedGameplayChange: It's an [[RealTimeStrategy RTS]], right? So all I have to do is build som... oh shit, is that a [[TacticalShooter tactical shooter]]? A [[StealthBasedMission stealth mission]]?


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* WorkerUnit: Every single character can be equipped with engineering equipment (as long as there is an operating stockpile), allowing him or her to build and repair structures and carry crates. Americans may also use apemen as pack-mules and to help construct or repair, but human or AI-controlled construction vehicle is required to start building.


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* YouRequireMoreVespeneGas: Crates represent resources sent from the future and they are used for everything. With proper technology, you can find oil deposits and later [[GreenRocks Siberite/Alaskite]], using them as fuel for your vehicles and power generators. There is also energy, produced by said generators or solar panels.
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* HarderThanHard: If current mission is unbeatable, don't worry. The next one is even worse. American campaign has probably the best examples of it. Just after one of the missions starts, you have to get to your base on the other end of the map. On arrival you find out that the base is almost completly razed. While you are busy rebuilding and repairing, the enemy have already a steady attack force, driving (yeah, with tanks) toward your location. After pushing [[ZergRush them off and off]], researching quite a lot, gathering loads of resources and building bunch of your own vehicles you actually have to attack 2nd best fortress designed in-game, tearing it to the ground. With conventional weapons. And here comes the best part - all of that with just TWO characters. One of them being a scientist.

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* HarderThanHard: If current mission is unbeatable, don't worry. The next one is will be even worse. American campaign has probably the best examples of it. Just after this trope. In one of the late missions starts, right after the start you have to get to your base on the other end of the map. On arrival you find out that the base is almost completly razed. While you are busy rebuilding and repairing, the enemy have already a steady attack force, driving (yeah, with tanks) toward your location. After pushing [[ZergRush them off and off]], researching quite a lot, gathering loads of resources and building bunch of your own vehicles you actually have to attack 2nd best fortress designed in-game, tearing it to the ground. With conventional weapons. And here comes the best part - all of that with just TWO characters. One of them being a scientist.
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removed 2 redlinks + trope rename


''Original War'' is a strategy game that was released in 2001 as a budget title. It is noted for including {{RPG elements}}, a resource system built around scarcity and a [[NintendoHard very high difficulty]]. Being an obscure game overall, it has achieved cult status since its release. The story is loosely based on the 1981 novel TheLastDayOfCreation by German author WolfgangJeschke.

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''Original War'' is a strategy game that was released in 2001 as a budget title. It is noted for including {{RPG elements}}, a resource system built around scarcity and a [[NintendoHard very high difficulty]]. Being an obscure game overall, it has achieved cult status since its release. The story is loosely based on the 1981 novel TheLastDayOfCreation ''The Last Day of Creation'' by German author WolfgangJeschke.
Wolfgang Jeschke.



* OhCrap: Happens frequently as newly-arrived time travellers rarely land where and when they were supposed to. The first mission of either campaign involves a lot of careful sneaking around enemy patrols. And [[ItGotWorse it gets only worse]].
* OurTimeTravelIsDifferent: EON/TAWAR don't have any kind of control panel. It sends anyone and anything you put inside (and fits inside - it's no bigger than a regular doors) exactly 2 million years into past. With accuracy of 4-5 years. In radius of 15 miles around it's stand in the "present day". So just imagine how gathering your troops and resources (they are sent from the future) looks like. And it works only one way - to the past. Not to mention you need [[UnObtainium Siberite/Alaskite]] to even run it.

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* OhCrap: Happens frequently as newly-arrived time travellers rarely land where and when they were supposed to. The first mission of either campaign involves a lot of careful sneaking around enemy patrols. And [[ItGotWorse [[FromBadToWorse it gets only worse]].
* OurTimeTravelIsDifferent: EON/TAWAR don't have any kind of control panel. It sends anyone and anything you put inside (and fits inside - it's no bigger than a regular doors) exactly 2 million years into past. With accuracy of 4-5 years. In a radius of 15 miles around it's its stand in the "present day". So just imagine how gathering your troops and resources (they are sent from the future) looks like. And it works only one way - to the past. Not to mention you need [[UnObtainium Siberite/Alaskite]] to even run it.
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*** [[spoiler: Alliance]] ending is the most opimistic one. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders from superiors who won't even be born for next 2 million years. The final outcome is close to EarnYourHappyEnding. In this time line future, neither America nor Russia got the upper hand and probably no invasion will happen.

to:

*** ** [[spoiler: Alliance]] ending is the most opimistic one. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders from superiors who won't even be born for next 2 million years. The final outcome is close to EarnYourHappyEnding. In this time line future, neither America nor Russia got the upper hand and probably no invasion will happen.
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** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die. In this time line future, America will oppress the whole planet and the Soviet Union with very strong ideology will still exists.

to:

** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die. In this time line future, America will oppress the whole planet and the Soviet Union with very strong stalinism ideology will still exists.
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** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die. In this time line future, America will oppress the whole planet and the Soviet Union will still exists.

to:

** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die. In this time line future, America will oppress the whole planet and the Soviet Union with very strong ideology will still exists.
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None


** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die.
** Soviets will evaporate all opposition with Alaskite bombs and then... well, they can only die.
** Arabs will blow up Siberite main vein, which will lead to EarthShatteringKaboom.
*** [[spoiler: Alliance]] ending is the most opimistic one. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders from superiors who won't even be born for next 2 million years. The final outcome is close to EarnYourHappyEnding.

to:

** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die.
die. In this time line future, America will oppress the whole planet and the Soviet Union will still exists.
** Soviets will evaporate all opposition with Alaskite bombs and then... well, they can only die.
die. In this time line future United States are too weak to stop new Russia (as Soviet Union collapsed) from invasion.
** Arabs will blow up Siberite main vein, which will lead to EarthShatteringKaboom.
EarthShatteringKaboom. There is no future in this scenario, at least not for Earth.
*** [[spoiler: Alliance]] ending is the most opimistic one. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders from superiors who won't even be born for next 2 million years. The final outcome is close to EarnYourHappyEnding. In this time line future, neither America nor Russia got the upper hand and probably no invasion will happen.
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*** [[spoiler: Alliance]] ending is the most opimistic. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders.

to:

*** [[spoiler: Alliance]] ending is the most opimistic.opimistic one. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders.orders from superiors who won't even be born for next 2 million years. The final outcome is close to EarnYourHappyEnding.

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* TheAtoner: One of the main motifs for whole Alliance.

to:

* TheAtoner: One of the main motifs for whole Alliance.[[spoiler: Alliance]].



* BittersweetEnding: Really, no matter which side you stick with, the final outcome is far from typical HappyEnding, mostly thanks to FridgeLogic. In case of win:
** Americans will secure their mission by evaporating all opposition with Siberite bombs and then they will proceed with original assignment. Then... well, they can only die.
** Soviets will evaporate all opposition with Alaskite bombs and then... well, they can only die.
** Arabs will blow up Siberite main vein, which will lead to EarthShatteringKaboom.
*** [[spoiler: Alliance]] ending is the most opimistic. They [[spoiler:either destroy (Arabs) or force to surrender (Americans and Soviets) other sides of the conflict and then abandon all missions]]. Sure, they are still TrappedInThePast, but they just want to live their lives instead of mindlessly following orders.



** TheHero: John Mc Millan

to:

** TheHero: John Mc Millan[=MacMillan=]



* HeterosexualLifePartners: John Mac Millan and Frank Forsyth, which is lampshaded in few missions.[[spoiler: If Mac Millan betrays, Frosyth will join his side even if you didn't picked him into your conspiracy.]]

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* HeterosexualLifePartners: John Mac Millan [=MacMillan=] and Frank Forsyth, which is lampshaded in few missions.[[spoiler: If Mac Millan [=MacMillan=] betrays, Frosyth will join his side even if you didn't picked him into your conspiracy.]]



* NonEntityGeneral: Averted. The American protagonist, John Mac Millan, is something of a WarriorPoet, while the Russian Jurij Ivanovich "Burlak" Gorki is more of a BoisterousBruiser.

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* NonEntityGeneral: Averted. The American protagonist, John Mac Millan, [=MacMillan=], is something of a WarriorPoet, while the Russian Jurij Ivanovich "Burlak" Gorki is more of a BoisterousBruiser.



* SlidingScaleOfIdealismVersusCynicism: While not a happy stroll in the park in any way, the American campaign is much more idealistic than the Russian one, where several important characters are unceremoniously killed off (including [[spoiler: Burlak's brother and [=MacMillan=]'s LoveInterest]], and remaining loyal to your BadBoss earns you a firing squad rather than his respect. [[spoiler: If you decide to follow it, the Alliance route is more idealistic than staying loyal to either of the sides.]]

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* SlidingScaleOfIdealismVersusCynicism: While not a happy stroll in the park in any way, the American campaign is much more idealistic than the Russian one, where several important characters are unceremoniously killed off (including [[spoiler: Burlak's brother and [=MacMillan=]'s LoveInterest]], LoveInterest, not to mention Tim Gladston in just first mission]]), and remaining loyal to your BadBoss earns you a firing squad rather than his respect. [[spoiler: If you decide to follow it, the Alliance route is more idealistic than staying loyal to either of the sides.]]


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* YankTheDogsChain: Trailer for the game should get a special mention. Americans pull a risky raid for supplies from the future, loosing one of them, only to find out later that the crate they fight for was full of [[spoiler:Coca-cola cans]]. Then the whole game, plot-wise, is like this.

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* TheAloner: Tim Gladstone, a scientist, who arrived as first time-traveller and spent a year alone.



* TheAtoner: One of the main motifs for whole Alliance.



* TheCynic: Cyrus Parker.



* TheAloner: Tim Gladstone, a scientist, who arrived as first time-traveller and spent a year alone.
* TheCynic: Cyrus Parker.
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* AlternateTimeline: Contrary to popular believe American and Soviet campaign are '''not''' set in the same timeline. What happens in one of them has nothing to do with events of second and vice versa.
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''Original War'' is a strategy game that was released in 2001 as a budget title. It is noted for including {{RPG elements}}, a resource system built around scarcity and a [[NintendoHard very high difficulty]]. Being an obscure game overall, it has achieved cult status since its release. The story is loosely based on the 1981 novel TheLastDayOfCreation by German author WolfgangJeschke.

The titular war revolves around a rare mineral called [[UnObtainium Siberite]]. Originally found in Siberia, it is discovered by US agents along with an alien artifact, EON. The artifact and a small amount of Siberite is smuggled out of Russia, and experiments eventually determine that Siberite is both a catalyst for cold fusion and fuel for EON - which is revealed to be a [[TimeMachine time machine]]. With no safe way to acquire the priceless Siberite from the Russians, another approach is decided upon: to send a task force back in time 2 million years on a one-way mission to transport the Siberite over the then-intact land bridge between Alaska and Siberia. Upon arriving, however, the task force members are scattered in both time and space, and much to their surprise find themselves beset by hostile Russians.

"Meanwhile", in present day, the Soviet Union is fuming over America's monopoly of [[UnObtanium Alaskite]], a mineral with strange properties first discovered in Alaska. During an excavation in Siberia, however, trace amounts of Alaskite is found buried with what is determined to be 2 million year old modern American technology along with an alien device dubbed TAWAR. Experiments determine that TAWAR is a [[TimeMachine time machine]] capable of sending objects back in time 2 million years - leading to the realization that the US stole the Alaskite deposit to begin with. The Russians, enraged, determine to take back what is rightfully theirs, and thus send their own task force through the TAWAR.

Oh, and there's an Arab faction involved as well. %%Needs expansion
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!!Tropes featured include:
* ActionBomb: Arabs love to strap apemen with explosives. Or brainwash them into driving exploding vehicles...
* ActionGirl: Lisa Lawson.
* ArmyOfOne: Check HarderThanHard below.
* AwesomeButImpractical: Most of Arab weapons. Come on, motorised ballista?
* BadBoss: For both campaigns! The American general Ron Harrison is actually a ReasonableAuthorityFigure, but gets quickly replaced by Arthur Powell, a stubborn JerkAss. The Russians have it even worse with Major Platonov and his belief in WeHaveReserves.
* CaptainSmoothAndSergeantRough: Ron Harrison and Arthur Powell.
* CoolCar: American morphing chassis, a mix between a tracked and wheeled chassis, utilising the speed of its wheeled mode when moving on plain ground, and switching to tracked mode when encountering more difficult terrain.
* EasyLogistics: Averted. Vehicles may run out of fuel unless using [[AppliedPhlebotinum Siberite/Alaskite engines]] and each individual base has its own resource pool - supplies have to be transferred from one outpost to another. Guns have unlimited ammo, however.
* EverythingFades: Averted. Corpses remain where they fall, grass can regrow and explosions leave permanent craters. In 2001 game.
* FiveManBand: Americans seem to follow this trope
** TheHero: John Mc Millan
** TheLancer: Frank Forsyth
** TheSmartGuy: Peter Roth
** TheBigGuy: Lisa Lawson
** TheChick: Joan Fergusson
* FriendlySniper: Frank Forsyth. That is - if you equip him with sniper rifle.
* GreenRocks: Alaskite/Siberite, [[ExactlyWhatItSaysOnTheTin no doubt]].
* HarderThanHard: If current mission is unbeatable, don't worry. The next one is even worse. American campaign has probably the best examples of it. Just after one of the missions starts, you have to get to your base on the other end of the map. On arrival you find out that the base is almost completly razed. While you are busy rebuilding and repairing, the enemy have already a steady attack force, driving (yeah, with tanks) toward your location. After pushing [[ZergRush them off and off]], researching quite a lot, gathering loads of resources and building bunch of your own vehicles you actually have to attack 2nd best fortress designed in-game, tearing it to the ground. With conventional weapons. And here comes the best part - all of that with just TWO characters. One of them being a scientist.
* HeterosexualLifePartners: John Mac Millan and Frank Forsyth, which is lampshaded in few missions.[[spoiler: If Mac Millan betrays, Frosyth will join his side even if you didn't picked him into your conspiracy.]]
* HiddenHeartOfGold: Arthur Powell. But he's such a JerkAss it's really hard to spot.
* InfiniteSupplies: Oh how averted... in some missions you not only don't get supplies from the future, but also from bigger bases in "present", being forced to conserve what you get at start. [[PunctuatedForEmphasis Every. Single. Crate]]. Sometimes it's even necessary to dismantle your vehicles to get enough supplies for needed buildings or sufficient defences.
** But you can '''never''' run out of ammo.
* InstantAIJustAddWater: Both Americans and Russians research and use unmanned defences and vehicles controlled by AI, producting them en-mass. 2 millions years BC, using supplies sent from early 2000's.
* LateCharacterSyndrome: Pretty common in both campaigns with characters non-important for the plot. [[spoiler:And if you choose to pursuit Alliance route, all characters from the other side of conflict will fall under this trope.]]
* MechaMooks: Humans and apemen are strictly limited in numbers, but each faction has access to a (depending on resource availability) potentially unlimited amount of disposable unmanned vehicles: AI units for Russians, remote-controlled for Arabs, both for Americans.
* NintendoHard: Most of missions tend to be like this. Having 6 characters under your command is almost like hitting unit-limit in all RTS games.
* NonEntityGeneral: Averted. The American protagonist, John Mac Millan, is something of a WarriorPoet, while the Russian Jurij Ivanovich "Burlak" Gorki is more of a BoisterousBruiser.
* NonStandardGameOver: The American campaign can finish before it even starts for real, if you refuse to enter EON. For the Russians, staying loyal to Platonov when given a chance to betray or usurp him has... [[TheScapegoat unpleasant]]... [[ShotAtDawn consequences]].
* NukeEm: Staying loyal to either side of the conflict leads to developing a Siberite/Alaskite bomb. It may be used by the player.
* OhCrap: Happens frequently as newly-arrived time travellers rarely land where and when they were supposed to. The first mission of either campaign involves a lot of careful sneaking around enemy patrols. And [[ItGotWorse it gets only worse]].
* OurTimeTravelIsDifferent: EON/TAWAR don't have any kind of control panel. It sends anyone and anything you put inside (and fits inside - it's no bigger than a regular doors) exactly 2 million years into past. With accuracy of 4-5 years. In radius of 15 miles around it's stand in the "present day". So just imagine how gathering your troops and resources (they are sent from the future) looks like. And it works only one way - to the past. Not to mention you need [[UnObtainium Siberite/Alaskite]] to even run it.
* ReinventingTheWheel: ZigZagged. Most upgrades will stay researched between missions, but some will have to be researched second time and then they will too be passed to next missions.
* RockBeatsLaser: Laser-based weapons can tear down any kind of vehicle in their range. Strangely they do almost no damage to humans and apes, so you can simply take down laser turrets even by dismantling them. Providing they are not covered with some [[MoreDakka real firepower]]. Also, you can [[spoiler: kill drivers in vehicles when your characters are equipped with sniper rifles, and then]] easly retake those vehicles.
* SlapOnTheWristNuke: While Siberite/Alaskite bomb isn't a classic nuke, it's portrayed as something much, much more powerful. Being the most powerful weapon in-game, it is able to take nothing bigger than a dense-packed medium-sized base.
* SlidingScaleOfIdealismVersusCynicism: While not a happy stroll in the park in any way, the American campaign is much more idealistic than the Russian one, where several important characters are unceremoniously killed off (including [[spoiler: Burlak's brother and [=MacMillan=]'s LoveInterest]], and remaining loyal to your BadBoss earns you a firing squad rather than his respect. [[spoiler: If you decide to follow it, the Alliance route is more idealistic than staying loyal to either of the sides.]]
* SovietSuperscience: Soviet tanks at the beginning. Then Soviet time-displacement technology, teleportation and probably out of all [[HumongousMecha mecha armed with all-kind-of-possible-weapon]] build like a factory, not in a factory. Not to mention being build 2 millions years ago by bunch of car mechanics.
* StealthBasedMission: At least one is obligatory stealth if you are even thinking about finishing it. That's right. A stealth mission in RTS game. And you would be suprised how well it is made.
* TakeAThirdOption: The Russian victory means they invade United States in the present day, while the American victory creates an AlternateUniverse where they oppress the whole planet and the USSR still exists. To avoid this, [[WideEyedIdealist Peter Roth]] hopes for both sides' scientists to cooperate in understanding. The Arabs have their own third option as well, although a rather... [[StuffBlowingUp extreme]] one.
* TheAloner: Tim Gladstone, a scientist, who arrived as first time-traveller and spent a year alone.
* TheCynic: Cyrus Parker.
* TrappedInThePast: EON/TAWAR only goes in one direction. All characters are aware of this.
* VideoGameCaringPotential: Every human unit in the game is a unique individual with RPG-like stats, and when they die, they are {{Killed Off for Real}}. It is often better to deploy inferior remote-controlled or computer-controlled vehicles just to avoid risking your precious soldiers.
** Not to mention risking missing the dialogue, which is often hilarious.
* VideogameFlamethrowersSuck: Heavy guns does more damage and don't require to get so darn close.
* WhatCouldHaveBeen: For unknown reason the original plot was heavily changed, What you got in game is military expedition on both sides with lots of weapons, fighting equipment and trained soldiers. The [[IncrediblyLamePun original]] premise was that the Americans sent back miners, geologists, sciencists and few hunters and gave them just the basic survival equipment, with no professional soldiers to aid. And they get hard beating from Soviet well-fitted and trained armed forces, being there just to protect the Siberite/Alaskite from those damn capitalists. Just imagine how hard it would get in such setting. One of old concept arts is used as background in American campaign menu.
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