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* GivingRadioToTheRomans: One major focus of the game is on reintroducing, rediscovering, and eventually surpassing the world as it was before the apocalypse, one step at a time.
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* DeliberateValuesDissonance: By the time the Emissaries awaken, they realize that some of the new postapocalyptic clans would have worldviews utterly reprehensible to everything they've always known, be it cannibalism or human sacrifice. Given the urgency of their respective missions, however, they're forced to make do.


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* LowCultureHighTech: Depending on how you progress through the tech tree, it's possible to have your people equipped with firearms and explosives while still being roughly in Medieval standards. This is justified, however, by the presence of LostTechnology from ruins and the Emissaries' intervening in their chosen clans' development.


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* TheSingularity: Humanity prior to the apocalypse seemed to have come close to reaching a technological singularity. Unfortunately, this resulted in [[AIIsACrapshoot the All-Mind]] and mankind being almost wiped out.
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* CantCatchUp: Largely averted. If you have enough resources and researched enough tech, it's possible to bring even the most primeval warrior up to speed with automatic weapons and state of the art body armor.


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* MonumentalDamage: Among the myriad Anomalies found in postapocalyptic Earth are the still-recognizable ruins of lands as varied as the Forbidden City and Eiffel Tower, with provide unique bonuses.

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* GeoEffects: Among the various powers the Emissaries have is the ability to reshape the land around them with terraforming drones.

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* GeoEffects: Among the various powers "edicts" the Emissaries have is the ability to reshape the land around them with terraforming drones.



* MagicFromTechnology: The Emissaries have technological abilities so far beyond the clans' understanding that they might as well be divine miracles.

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* MagicFromTechnology: MagicFromTechnology:
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The Emissaries have technological abilities called "edicts," which are so far beyond the clans' understanding that they might as well be divine miracles.miracles.
** Scattered across the world are "totem trees," which are revealed to be cybernetic climate control systems that protect the regions around them from radical shifts.
* ProxyWar: What most conflicts ultimately amount to for Emissaries, who have to rely on the people they're "guiding" to achieve their objectives.
* RaceAgainstTheClock: The All-Mind is slowly but surely losing its patience with what's left of mankind, and will eventually try to wipe humanity out ''for good'' once its intolerance level maxes out. How fast this gets depends on the Emissaries' actions, and how quick civilization is being rebuilt.



* SleptThroughTheApocalypse: The Emissaries were put in cryostasis with all the skills and tech necessary to help the survivors' descendants rebuild civilization.

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* SleptThroughTheApocalypse: The Emissaries were put in cryostasis with all the skills and tech necessary to help the survivors' descendants rebuild civilization.civilization.
* WeAreStrugglingTogether: Despite having a common foe in the All-Mind, each Emissary has their own particular agenda and vision for mankind. This can potentially lead to outright conflict among themselves.
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* FuturePrimitive: The clans at first are little more than primitive tribes armed with bows, clubs, and spears, with the occasional piece of LostTechnology. This gradually fades away as they rediscover (and potentially surpass) the knowledge of their ancestors through the Emissaries.
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* GeoEffects: Among the various powers the Emissaries have is the ability to reshape the land around them with terraforming drones.


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* ImmortalRuler: The Emissaries can be harmed but are otherwise capable of outliving the original tribals they formed a pact with.
* MagicFromTechnology: The Emissaries have technological abilities so far beyond the clans' understanding that they might as well be divine miracles.
* RagnarokProofing: The distant future is still littered with the decaying ruins of the old world, as well as armies of still-functional military robots.
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Adding a new turn-based game

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''Revival: Recolonization'' is a postapocalyptic FourX strategy game where the world and its rules can change at key moments, resulting in dynamic and unpredictable gameplay.

Taking the role of an "Emissary" awakened from cryosleep, you're tasked with exploring a transformed Earth untold generations in the future and bringing bring the light of civilization to the regressed clans in order to prepare mankind for war with a despotic entity. Whether that involves negotiation or conquest, is up to you.


The game was released on Steam as an Early Access title on June 29, 2023.

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!! This game contains examples of:
* AfterTheEnd: The game starts off countless generations after a cataclysm devastated Earth.
* AIIsACrapshoot: In the backstory, the All-Mind turned on humanity and played some role in the apocalypse that destroyed the world as we know it. Even in the distant future, however, its robots still prey on the survivors' descendants and is keeping an eye on anyone trying to rebuild civilization.
* DragonInChief: Rather than leading a faction from the onset, you instead seek out a prospective clan or tribe to "guide" through the ages.
* GodGuise: The Emissaries are forced to present themselves as godlike beings, or at least some measure of TheChosenOne, to the clans they hope to mold in their image. Though it's suggested that they're no all that happy about doing it.
* {{Roguelike}}: The game has elements of this. An average playthrough can have wildly varied factors ranging from sudden weather changes to zombie infestations and bans on certain weapon types.
* SleptThroughTheApocalypse: The Emissaries were put in cryostasis with all the skills and tech necessary to help the survivors' descendants rebuild civilization.

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