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A collection of references, and a collection of directories and tagging aids
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The term originally referred to a person responsible for managing a landed estate, while those engaged in the buying and selling of homes were "House Agents", and those selling land were "Land Agents". However, in the 20th century, "Estate Agent" started to be used as a generic term.
Since around 2005, online estate agents have provided an alternative to the traditional fee structure, claiming cheaper, fixed fee selling packages. These online estate agents claim to give private property sellers the ability to market their property via the major property portals (the preferred medium used by traditional high street estate agents) for a fraction of the cost of the traditional estate agency. Online estate agents claim that they can advertise a property as effectively as traditional estate agents by using digital marketing techniques and centralising their back office operation to one location, rather than having physical offices in the town in which they are based. Online estate agents normally cover the whole of the UK, therefore claiming to be able to reduce fees due to removing geographical boundaries that traditional estate agents generally have. Lastly, online estate agents often charge up front, instead of a traditional agent, who would normally charge nothing if the property is not sold
In February 2010 the Office of Fair Trading (OFT) announced that a change in the legislation for estate agents has led to a shake up in the way homes are sold, allowing cheaper online agents to become more established than they could before.[10]
Intermediary estate agents and or property portals that are based in the United Kingdom have started to encourage UK and worldwide estate agents to collaborate by showing all their properties, thus allowing site visitors to see a vast array of UK and overseas properties all on one website.
Research undertaken in 2007 said that the most effective way of selling property is via 'For Sale' signs, 28% of customers had seen the estate agent's For Sale signs before researching more in depth into the properties. Searching for houses via the internet came in a close second (21%), with newspapers third at (17%). The fourth most effective way, and the most traditional, was customers visiting an estate agent's office (15%). In 2010 80% to 90% of properties were found via the internet and agents see fewer people walking into their offices. Boards are still very effective, but many agents are now cutting out paper advertising and moving just to digital such as eMags and just the web.[citation needed]
Other methods included auctions (11%), word of mouth (3%) and leaflets (2%).
Estate agents use estate agency software to manage their buying applicants, property viewings, marketing and property sales. Estate agents can use the software to prepare property particulars which are used to advertise the property either online or in print. They can also record the requirements of a buying applicant and automatically match them against their database of properties. Once a sale is agreed, they can manage the chain of linked property sales using the software.
Estate agency software will also help with property marketing by automatically distributing the property details to property portals.
The latest technology has influenced the growth of Online Agents, and the property sector becoming more reliant on the use of technology to appeal to the consumer market. An example of a company conducting this currently is Matterport, who have created a camera that creates digital 3D models and VR floorpans and ultra HD photography [11]. This has led to digital marketers being able to influence online behaviour in the property market through the use of a Web Portal. By using secure websites, marketers then have the ability to monitor the level of user activity and gain invaluable information to help sellers and estate agents to utilise their marketing and better appeal to the needs of their customers [12].
In recent years agents have started working together again through systems similar to the USA called MLS (multi listing service). This is where a main agent will take on a property and send details via the most to other local (sub) agents. The sub agents will market and introduce applicants to the main agent. MLS can achieve more offers, sell a property quicker and is offered by agents as a premium service.
In the US property data is passed from the agents software by the RETS data feed schema. In the UK the INEA idx (information data exchange) data feed is being adopted by many software to receive sub (mls) property listings back.
In both cases technology via MLS and idx means that sub agents collaborating can populate many more properties into their websites by working together.
There are no formal qualifications required to become an estate agent, however local property knowledge and customer service skills are considered worthwhile.
Estate agents are known for their unique way of putting a positive spin on their description of properties. For example, 'in need of modernisation' or 'excellent potential for improvement' may actually mean a great deal of repair work is required to a house; this is necessary to avoid offending any clients who may like the way their home is currently finished. Equally with buyers alike may give feedback that "too much work is required" on a house, yet the next person finds the property perfectly fine, so there is a degree of opinion when it comes to describing the condition of a property.
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https://tvtropes.org/pmwiki/pmwiki......alTimeStrategy
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https://tvtropes.org/pmwiki/pmwiki......tegyGameTropes
The basic archetypes of units in a typical RTS:
The Worker Unit (a.k.a. Peon) โ A basic, cheap unit that can build any structure, gather resources, and/or repair structures (and often vehicles). It almost always has either a pathetic melee attack, often its repurposed Magic Tool, or has no combat ability at all.
Builder/Harvester โ Some games have units entirely dedicated to gathering resources, while another unit handles construction. This is also used if one of those jobs is performed by a building instead, with the Peon handling the other.
The Militia โ This is essentially the Peon's supermode (if you can even call it that), with better attack power than a Peon but less than that of a normal basic ground unit. Useful en masse in resisting a rush.
The Basic Melee Unit โ In medieval fantasy games this is the first and most basic combat unit available, and most often has a sword and light armor. In more futuristic scenarios, melee units are much rarer.
The Basic Ranged Unit โ The first and most basic combat unit available in most modern, futuristic, and historical games set in the age of the gun, the second in medieval fantasy. Has a rifle or a bow or other basic ranged weapon, and pathetic armor.
The Anti-Something Infantry โ Usually used in modern/futuristic games. About the same stats as basic units, but usually armed with a flamethrower, rocket launcher or other specialized weapon. Designed as a specific counter to some other type of unit (usually vehicles/buildings or air units), as opposed to the more generalized basic units. Their usefulness tends to wane after the early or middle game, usually right after the enemy's anti-infantry vehicles come into play.
The Scout โ A fast unit with limited combat capabilities and a wide sight range. Used to reduce the Fog of War, though it may also double up as a stealth/cloak detector, light combat unit, or target designator for artillery/superweapons/etc. Can be a light tank, jeep, or motorcycle in modern and future games, or cavalry in fantasy settings.
The Siege Unit โ A heavy, armored monster for taking down buildings and other siege units. Either vulnerable to masses of lighter enemy troops, specialized counters, or equivalent enemy siege units. Usually a tank or mech in modern and future settings, heavy cavalry or a massive Beast of Battle in Fantasy. Siege units are often slow-moving or expensive, but can form a solid core to your battle line or the big punch to break the enemy's.
The Anti-Something Vehicle โ Like the infantry equivalent, only bigger, tougher, and can usually dish out more damage. These usually come in Anti-Infantry or Anti-Air. Occasionally both.
The Artillery โ Long-range equivalent to the siege unit, the artillery unit can't hit anything too close to it, has splash damage, and is usually slow and under-armored. Its disadvantages are often balanced out by its massive attack power and long range.
The Elite Unit โ A souped-up basic unit with a higher price tag, heavier armor, greater attack power, and/or higher speed for units of its type. These have a danger of getting spammed late in the game.
The Naval Unit โ Typically works like floating artillery, but is well-armored and has access to seas or other regions that standard ground units cannot go. Also available in Troop Transport, Submarine, Anti-Submarine, Anti-Air, and sometimes Aircraft Carrier. In space settings where spaceships take the place of ground units, this archetype does not apply.
The Air Unit โ The air unit is often faster than ground units and mildly or not affected by terrain. In some cases it fights like an attack helicopter, hovering in one place to attack, even when it isn't one. In other cases, it has to return to a special building after every attack to rearm and/or repair. Good against anything that can't hit it back. Although, realistically, it shouldn't apply to spaceship-based games, this unit archetype is present anyway in the form of squadrons of small and maneuverable Space Fighters and similar strike craft.
The Air Scout โ If a game uses multiple air units, this is usually the first one you get. Lightly-armed if at all, Air Scouts are very fast(usually the fastest unit in the game), have a wide sight radius, and may have the ability to see Stealth units.
The Transport โ Picks up other units and carries them around, and is almost always an air or sea unit, although modern/futuristic games will often have land-bound APCs as well. Useful for transporting ground units over long distances, around defenses, or across inaccessible regions. Is often moderately fast and has little or no combat ability in itself, though passengers might be able to use their own weapons.
The Spellcaster โ A unit with little armor and/or normal attack power, but can use player-commanded abilities that inflict heavy damage over an area, or bestow status effects on friendly and enemy units. Its abilities often have areas-of-effect and time limits, cost mana/energy points of some kind, and are micromanagement-heavy. Not limited to fantasy settings, despite the name.
The Mercenary โ A unit that typically becomes available immediately and is purchased using the "gold" resource. May only be available for a limited time.
The Stealth Unit โ As much a modifier as a unit type of it's own, the Stealth Unit is nominally like one of the above units, but also has the ability to hide itself from enemy detection. This can be a limited-time ability, or it may be always on. If the game doesn't make the unit de-cloak to attack, it may require specialized units or defenses to reveal them to the opposing player.
The Hero Unit โ A really powerful unit that more or less represents the player on the battlefield or a major character in the game's story. It usually has spells or abilities that can affect big chunks of the battlefield at once, and at the same time hits and takes damage like a tank. If nothing else has RPG Elements, it often will, with XP gain from kills and experience levels, and more abilities becoming available at higher levels. May be the Keystone of a Keystone Army.
The Super/Epic Unit โ A large superpowered unit almost capable of taking out an army or base all by itself. These are usually expensive as hell to build (and usually slow, too), so if you allow your opponent to build several of these, you probably deserve what's about to happen (some games limit the player to only building one at a time). usually Awesome, but Impractical, bringing one of these into a fight often gets a satisfying Oh, Crap! from your opponent. Losing one of these returns the favor.
A critical part of all RTS games is the base-building and Resource-Gathering element, which is also conducted very rapidly. The basic archetypes of an RTS base are:
The Command/Construction Center โ Either constructs buildings itself (especially if in the Command & Conquer series) or builds Peon units. Despite it's humbleness, this is usually the true Keystone of your force: if you lose it defeat may not be automatic, but unless you can replace it quickly, it may be inevitable.
The Resource Building โ A building that stores or generates resources, and creates/accepts Peons, Workers, or Harvesters.
Resource Controller โ A Resource Building that is specifically built on top of a gather-able resource itself, allowing only your peon/harvester units to use it.
The Support Pylon โ A building that incrementally increases the Arbitrary Headcount Limit for units - often handwaved as providing housing or food for them. May also be necessary (as a source of electricity/mana/phlebotinum) for other buildings to function. Sometimes upgradeable to a Defense Turret or Transport.
The Barracks โ Builds the basic infantry units and sometimes handles unit-specific upgrades.
The Tech Building โ A building whose main purpose is to advance the Tech Tree and upgrade units. Usually has to be built before you can build...
The Stable/Vehicle Factory โ Builds scout, siege, and artillery units.
The Naval Building โ Builds and repairs naval units.
The Advanced Tech Building โ Like the first one, but comes later in the game, or is expanded from the original. Needed for accessing even more advanced stuff like Elite Units or Superweapons.
The Aircraft Factory โ Builds, upgrades, and potentially rearms air units. Often only supports a limited number of aircraft at a time, usually between one and four.
Defense Turrets โ A small building with a mounted weapon. Usually varies between anti-infanty, anti-armor, and anti-air.
The Superweapon โ A building that generates an unlimited-range or near-unlimited-range attack that can blow large holes in an army or base, if not wipe it off the map completely. Typically, only one can be built at a time. If not, there's a chance the game can become a Turtle-fest as players hide behind their defenses, build a dozen or so Superweapons, and try to wipe out the enemy base in a cataclysmic orgy of Nuclear fire, Kill Sat Beam Spam, Negative Space Wedgies, or whatever is available to that side.
The Anti-Superweapon โ A defensive building specifically designed to defeat the Superweapon and prevent it from being used against a specific area. Usually cheaper and faster to build than the Superweapon. Intended to discourage the above behaviour, forcing conventional conflict and encouraging faster battle resolution. Often still vulnerable to a Spam Attack.
A list of tropes related to Strategy Games.
A Commander Is You
Describing the different types of factions that appear in strategy games.
After-Action Report
A type of Fan Fiction for strategy games that involves a blow-by-blow description of a mission or campaign.
A.I.-Generated Economy
The computer controls the economy of the game's world.
All Swords Are the Same
All weapons of a specific type will look and play exactly the same.
Anti-Air
An attack, weapon, munition, ability, etc. that is really effective against flying enemies.
Anti-Armor
An attack, weapon, munition, ability, etc. that is really effective against armored enemies.
Anti-Cavalry
An attack, weapon, munition, ability, etc. that is really effective against mounted enemies.
Anti-Infantry
An attack, weapon, munition, ability, etc. that is really effective against enemies on foot.
Anti-Structure
An attack, weapon, munition, ability, etc. that is really effective against enemy structures.
Anti-Vehicle
An attack, weapon, munition, ability, etc. that is really effective against enemy vehicles.
Arbitrary Headcount Limit
Arbitrary requirement that stops you from having too many characters in a party or unit.
Area of Effect
Attacks that hit a wide area, rather than a specific target.
Armor-Piercing Attack
An attack, weapon, or munition that rips through the armor or special shield that your enemies wear.
Baseless Mission
A mission that does not provide you with a base in strategy games where bases are generally required.
Civil Warcraft
A contrived battle where you fight your own side.
Colour Coded Armies
Units are colour coded so the player can tell their units from the enemy's.
Construct Additional Pylons
In Real-Time Strategy games, having to build a base to churn out units right on the battlefield.
Command & Conquer Economy
Nothing ever gets built unless the player specifically orders it.
Cosmetically Different Sides
Although both sides in a battle may be from vastly different technologies, their statistics and attacks will be exactly the same.
Crippling Overspecialization
Units are so specialized that they are completely useless against units that fall outside their specialty.
Damage Is Fire
Whenever a structure is damaged, it's shown as being on fire.
Defenseless Transports
For game balance, units that carry other units have no weapons of their own.
Defog of War
Lessens the obscurity of Fog of War.
Dual Mode Unit
A unit that has two different functions that can be switched between.
Easy Communication
Once you issue an order, it will be carried out instantly without having to go through any channels.
Easy Logistics
You don't need to worry about feeding your troops or keeping up supplies - that all happens automatically.
Enemy Exchange Program
Capture an enemy base, and churn out your own enemy units!
Faction Calculus
Describing the different dynamics of a strategy game depending on the number of factions involved.
Firewood Resources
Wood is always shown in bundles.
Fog of War
You can only see the parts of the map where you have units.
Garrisonable Structures
Structures that allow units to take cover.
Geo Effects
Terrain affects tactics.
Hard-Coded Hostility
A faction which cannot be negotiated with and is perpetually at war with every other faction.
<Hero> Must Survive
One of your units is a NPC that must not be allowed to die.
Hero Unit
A (usually very powerful) unit that represents the Player Character or other important character in the game's storyline.
Hold the Line
A mission where you have to prevent the enemy completing their objective before time runs out.
Instant Militia
An option to convert your workers into basic fighters.
Magic Tool
A universal hand tool whose user can magically fix any machine or structure simply by waving it at the target from close range.
Mercenary Units
Special units that are "hired" instead of "trained" or "built".
Neutrals, Critters, and Creeps
These entities hinder both player armies and enemy factions.
Non-Entity General
The player is a general or commander in a strategy game who may not actually even exist.
Protection Mission
Protect a stationary object from enemy attack.
Reinventing the Wheel
You need to purchase "upgrades" to capabilities in each campaign, even if your forces already had it in the last one.
Resource-Gathering Mission
The main focus is gathering a certain amount of resources instead of destroying the enemy.
Ridiculously Fast Construction
All buildings can be produced and military units trained in a ridiculously short amount of time.
"Risk"-Style Map
A map which shows you delineated areas so you can choose which campaigns to wage.
Separate, but Identical
Some sub-factions are said to be different in composition, outlook etc., but really only differ in their color palette.
Some Dexterity Required
In the real-time variety, being able to issue commands to your units more efficiently gives you an edge.
Splash Damage Abuse
Abusing an attack's Splash Damage or Area of Effect to get enhanced performance.
Starting Units
In strategy games, you sometimes have units at the start that you can't train or create more of.
Stop Poking Me!
Clicking too often on a unit will make them insult or nag you.
Strong Flesh, Weak Steel
It's easier to destroy something made of armored steel, like a tank, than to destroy an ostensibly flesh and blood character.
Support Power
The player receives support from things that are not included on the in-game map.
Tactical RockโPaperโScissors
Strategy games divide your units into three types, each of which is strong and weak against each of the other types.
Tech Tree
Strategy games let you research new abilities for your units.
Turn-Based Strategy, Real Time Combat
The strategic level gameplay is turn-based but tactical engagements play out in real time.
Unblockable Attack
An attack that always deals damage and can't be blocked or guarded (but in most cases may be dodged or interrupted instead).
Units Not to Scale
Infantrymen appear ridiculously large when compared to vehicles and buildings.
Video Game Time
Fake use of a time scale means that empires rise and fall in the time it takes to take the trash out.
Weather of War
Weather drastically affects units.
Worker Unit
A non-combatant unit dedicated to constructing buildings or gathering resources.
You Have Researched Breathing
Where you have to spend time researching things that should be patently obvious.
You Require More Vespene Gas
Strategy games make you gather resources.
No Recycling
You can't scavenge debris for usable materials.
Not Playing Fair With Resources
AI players in are able to acquire resources faster than the player or don't need any resources at all.
Refining Resources
You need to use "basic" resources to create "advanced" ones.
Zerg Rush
Sending waves upon waves of cheap, weak units in order to overwhelm a more tech-aware enemy with sheer numbers.
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https://static.wikia.nocookie.net/j.....20100614123211
&&&&&&&&&&&&&&&&&&&()
The term originally referred to a person responsible for managing a landed estate, while those engaged in the buying and selling of homes were "House Agents", and those selling land were "Land Agents". However, in the 20th century, "Estate Agent" started to be used as a generic term.
Since around 2005, online estate agents have provided an alternative to the traditional fee structure, claiming cheaper, fixed fee selling packages. These online estate agents claim to give private property sellers the ability to market their property via the major property portals (the preferred medium used by traditional high street estate agents) for a fraction of the cost of the traditional estate agency. Online estate agents claim that they can advertise a property as effectively as traditional estate agents by using digital marketing techniques and centralising their back office operation to one location, rather than having physical offices in the town in which they are based. Online estate agents normally cover the whole of the UK, therefore claiming to be able to reduce fees due to removing geographical boundaries that traditional estate agents generally have. Lastly, online estate agents often charge up front, instead of a traditional agent, who would normally charge nothing if the property is not sold
In February 2010 the Office of Fair Trading (OFT) announced that a change in the legislation for estate agents has led to a shake up in the way homes are sold, allowing cheaper online agents to become more established than they could before.[10]
Intermediary estate agents and or property portals that are based in the United Kingdom have started to encourage UK and worldwide estate agents to collaborate by showing all their properties, thus allowing site visitors to see a vast array of UK and overseas properties all on one website.
Research undertaken in 2007 said that the most effective way of selling property is via 'For Sale' signs, 28% of customers had seen the estate agent's For Sale signs before researching more in depth into the properties. Searching for houses via the internet came in a close second (21%), with newspapers third at (17%). The fourth most effective way, and the most traditional, was customers visiting an estate agent's office (15%). In 2010 80% to 90% of properties were found via the internet and agents see fewer people walking into their offices. Boards are still very effective, but many agents are now cutting out paper advertising and moving just to digital such as eMags and just the web.[citation needed]
Other methods included auctions (11%), word of mouth (3%) and leaflets (2%).
Estate agents use estate agency software to manage their buying applicants, property viewings, marketing and property sales. Estate agents can use the software to prepare property particulars which are used to advertise the property either online or in print. They can also record the requirements of a buying applicant and automatically match them against their database of properties. Once a sale is agreed, they can manage the chain of linked property sales using the software.
Estate agency software will also help with property marketing by automatically distributing the property details to property portals.
The latest technology has influenced the growth of Online Agents, and the property sector becoming more reliant on the use of technology to appeal to the consumer market. An example of a company conducting this currently is Matterport, who have created a camera that creates digital 3D models and VR floorpans and ultra HD photography [11]. This has led to digital marketers being able to influence online behaviour in the property market through the use of a Web Portal. By using secure websites, marketers then have the ability to monitor the level of user activity and gain invaluable information to help sellers and estate agents to utilise their marketing and better appeal to the needs of their customers [12].
In recent years agents have started working together again through systems similar to the USA called MLS (multi listing service). This is where a main agent will take on a property and send details via the most to other local (sub) agents. The sub agents will market and introduce applicants to the main agent. MLS can achieve more offers, sell a property quicker and is offered by agents as a premium service.
In the US property data is passed from the agents software by the RETS data feed schema. In the UK the INEA idx (information data exchange) data feed is being adopted by many software to receive sub (mls) property listings back.
In both cases technology via MLS and idx means that sub agents collaborating can populate many more properties into their websites by working together.
There are no formal qualifications required to become an estate agent, however local property knowledge and customer service skills are considered worthwhile.
Estate agents are known for their unique way of putting a positive spin on their description of properties. For example, 'in need of modernisation' or 'excellent potential for improvement' may actually mean a great deal of repair work is required to a house; this is necessary to avoid offending any clients who may like the way their home is currently finished. Equally with buyers alike may give feedback that "too much work is required" on a house, yet the next person finds the property perfectly fine, so there is a degree of opinion when it comes to describing the condition of a property.
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The basic archetypes of units in a typical RTS:
The Worker Unit (a.k.a. Peon) โ A basic, cheap unit that can build any structure, gather resources, and/or repair structures (and often vehicles). It almost always has either a pathetic melee attack, often its repurposed Magic Tool, or has no combat ability at all.
Builder/Harvester โ Some games have units entirely dedicated to gathering resources, while another unit handles construction. This is also used if one of those jobs is performed by a building instead, with the Peon handling the other.
The Militia โ This is essentially the Peon's supermode (if you can even call it that), with better attack power than a Peon but less than that of a normal basic ground unit. Useful en masse in resisting a rush.
The Basic Melee Unit โ In medieval fantasy games this is the first and most basic combat unit available, and most often has a sword and light armor. In more futuristic scenarios, melee units are much rarer.
The Basic Ranged Unit โ The first and most basic combat unit available in most modern, futuristic, and historical games set in the age of the gun, the second in medieval fantasy. Has a rifle or a bow or other basic ranged weapon, and pathetic armor.
The Anti-Something Infantry โ Usually used in modern/futuristic games. About the same stats as basic units, but usually armed with a flamethrower, rocket launcher or other specialized weapon. Designed as a specific counter to some other type of unit (usually vehicles/buildings or air units), as opposed to the more generalized basic units. Their usefulness tends to wane after the early or middle game, usually right after the enemy's anti-infantry vehicles come into play.
The Scout โ A fast unit with limited combat capabilities and a wide sight range. Used to reduce the Fog of War, though it may also double up as a stealth/cloak detector, light combat unit, or target designator for artillery/superweapons/etc. Can be a light tank, jeep, or motorcycle in modern and future games, or cavalry in fantasy settings.
The Siege Unit โ A heavy, armored monster for taking down buildings and other siege units. Either vulnerable to masses of lighter enemy troops, specialized counters, or equivalent enemy siege units. Usually a tank or mech in modern and future settings, heavy cavalry or a massive Beast of Battle in Fantasy. Siege units are often slow-moving or expensive, but can form a solid core to your battle line or the big punch to break the enemy's.
The Anti-Something Vehicle โ Like the infantry equivalent, only bigger, tougher, and can usually dish out more damage. These usually come in Anti-Infantry or Anti-Air. Occasionally both.
The Artillery โ Long-range equivalent to the siege unit, the artillery unit can't hit anything too close to it, has splash damage, and is usually slow and under-armored. Its disadvantages are often balanced out by its massive attack power and long range.
The Elite Unit โ A souped-up basic unit with a higher price tag, heavier armor, greater attack power, and/or higher speed for units of its type. These have a danger of getting spammed late in the game.
The Naval Unit โ Typically works like floating artillery, but is well-armored and has access to seas or other regions that standard ground units cannot go. Also available in Troop Transport, Submarine, Anti-Submarine, Anti-Air, and sometimes Aircraft Carrier. In space settings where spaceships take the place of ground units, this archetype does not apply.
The Air Unit โ The air unit is often faster than ground units and mildly or not affected by terrain. In some cases it fights like an attack helicopter, hovering in one place to attack, even when it isn't one. In other cases, it has to return to a special building after every attack to rearm and/or repair. Good against anything that can't hit it back. Although, realistically, it shouldn't apply to spaceship-based games, this unit archetype is present anyway in the form of squadrons of small and maneuverable Space Fighters and similar strike craft.
The Air Scout โ If a game uses multiple air units, this is usually the first one you get. Lightly-armed if at all, Air Scouts are very fast(usually the fastest unit in the game), have a wide sight radius, and may have the ability to see Stealth units.
The Transport โ Picks up other units and carries them around, and is almost always an air or sea unit, although modern/futuristic games will often have land-bound APCs as well. Useful for transporting ground units over long distances, around defenses, or across inaccessible regions. Is often moderately fast and has little or no combat ability in itself, though passengers might be able to use their own weapons.
The Spellcaster โ A unit with little armor and/or normal attack power, but can use player-commanded abilities that inflict heavy damage over an area, or bestow status effects on friendly and enemy units. Its abilities often have areas-of-effect and time limits, cost mana/energy points of some kind, and are micromanagement-heavy. Not limited to fantasy settings, despite the name.
The Mercenary โ A unit that typically becomes available immediately and is purchased using the "gold" resource. May only be available for a limited time.
The Stealth Unit โ As much a modifier as a unit type of it's own, the Stealth Unit is nominally like one of the above units, but also has the ability to hide itself from enemy detection. This can be a limited-time ability, or it may be always on. If the game doesn't make the unit de-cloak to attack, it may require specialized units or defenses to reveal them to the opposing player.
The Hero Unit โ A really powerful unit that more or less represents the player on the battlefield or a major character in the game's story. It usually has spells or abilities that can affect big chunks of the battlefield at once, and at the same time hits and takes damage like a tank. If nothing else has RPG Elements, it often will, with XP gain from kills and experience levels, and more abilities becoming available at higher levels. May be the Keystone of a Keystone Army.
The Super/Epic Unit โ A large superpowered unit almost capable of taking out an army or base all by itself. These are usually expensive as hell to build (and usually slow, too), so if you allow your opponent to build several of these, you probably deserve what's about to happen (some games limit the player to only building one at a time). usually Awesome, but Impractical, bringing one of these into a fight often gets a satisfying Oh, Crap! from your opponent. Losing one of these returns the favor.
A critical part of all RTS games is the base-building and Resource-Gathering element, which is also conducted very rapidly. The basic archetypes of an RTS base are:
The Command/Construction Center โ Either constructs buildings itself (especially if in the Command & Conquer series) or builds Peon units. Despite it's humbleness, this is usually the true Keystone of your force: if you lose it defeat may not be automatic, but unless you can replace it quickly, it may be inevitable.
The Resource Building โ A building that stores or generates resources, and creates/accepts Peons, Workers, or Harvesters.
Resource Controller โ A Resource Building that is specifically built on top of a gather-able resource itself, allowing only your peon/harvester units to use it.
The Support Pylon โ A building that incrementally increases the Arbitrary Headcount Limit for units - often handwaved as providing housing or food for them. May also be necessary (as a source of electricity/mana/phlebotinum) for other buildings to function. Sometimes upgradeable to a Defense Turret or Transport.
The Barracks โ Builds the basic infantry units and sometimes handles unit-specific upgrades.
The Tech Building โ A building whose main purpose is to advance the Tech Tree and upgrade units. Usually has to be built before you can build...
The Stable/Vehicle Factory โ Builds scout, siege, and artillery units.
The Naval Building โ Builds and repairs naval units.
The Advanced Tech Building โ Like the first one, but comes later in the game, or is expanded from the original. Needed for accessing even more advanced stuff like Elite Units or Superweapons.
The Aircraft Factory โ Builds, upgrades, and potentially rearms air units. Often only supports a limited number of aircraft at a time, usually between one and four.
Defense Turrets โ A small building with a mounted weapon. Usually varies between anti-infanty, anti-armor, and anti-air.
The Superweapon โ A building that generates an unlimited-range or near-unlimited-range attack that can blow large holes in an army or base, if not wipe it off the map completely. Typically, only one can be built at a time. If not, there's a chance the game can become a Turtle-fest as players hide behind their defenses, build a dozen or so Superweapons, and try to wipe out the enemy base in a cataclysmic orgy of Nuclear fire, Kill Sat Beam Spam, Negative Space Wedgies, or whatever is available to that side.
The Anti-Superweapon โ A defensive building specifically designed to defeat the Superweapon and prevent it from being used against a specific area. Usually cheaper and faster to build than the Superweapon. Intended to discourage the above behaviour, forcing conventional conflict and encouraging faster battle resolution. Often still vulnerable to a Spam Attack.
A list of tropes related to Strategy Games.
A Commander Is You
Describing the different types of factions that appear in strategy games.
After-Action Report
A type of Fan Fiction for strategy games that involves a blow-by-blow description of a mission or campaign.
A.I.-Generated Economy
The computer controls the economy of the game's world.
All Swords Are the Same
All weapons of a specific type will look and play exactly the same.
Anti-Air
An attack, weapon, munition, ability, etc. that is really effective against flying enemies.
Anti-Armor
An attack, weapon, munition, ability, etc. that is really effective against armored enemies.
Anti-Cavalry
An attack, weapon, munition, ability, etc. that is really effective against mounted enemies.
Anti-Infantry
An attack, weapon, munition, ability, etc. that is really effective against enemies on foot.
Anti-Structure
An attack, weapon, munition, ability, etc. that is really effective against enemy structures.
Anti-Vehicle
An attack, weapon, munition, ability, etc. that is really effective against enemy vehicles.
Arbitrary Headcount Limit
Arbitrary requirement that stops you from having too many characters in a party or unit.
Area of Effect
Attacks that hit a wide area, rather than a specific target.
Armor-Piercing Attack
An attack, weapon, or munition that rips through the armor or special shield that your enemies wear.
Baseless Mission
A mission that does not provide you with a base in strategy games where bases are generally required.
Civil Warcraft
A contrived battle where you fight your own side.
Colour Coded Armies
Units are colour coded so the player can tell their units from the enemy's.
Construct Additional Pylons
In Real-Time Strategy games, having to build a base to churn out units right on the battlefield.
Command & Conquer Economy
Nothing ever gets built unless the player specifically orders it.
Cosmetically Different Sides
Although both sides in a battle may be from vastly different technologies, their statistics and attacks will be exactly the same.
Crippling Overspecialization
Units are so specialized that they are completely useless against units that fall outside their specialty.
Damage Is Fire
Whenever a structure is damaged, it's shown as being on fire.
Defenseless Transports
For game balance, units that carry other units have no weapons of their own.
Defog of War
Lessens the obscurity of Fog of War.
Dual Mode Unit
A unit that has two different functions that can be switched between.
Easy Communication
Once you issue an order, it will be carried out instantly without having to go through any channels.
Easy Logistics
You don't need to worry about feeding your troops or keeping up supplies - that all happens automatically.
Enemy Exchange Program
Capture an enemy base, and churn out your own enemy units!
Faction Calculus
Describing the different dynamics of a strategy game depending on the number of factions involved.
Firewood Resources
Wood is always shown in bundles.
Fog of War
You can only see the parts of the map where you have units.
Garrisonable Structures
Structures that allow units to take cover.
Geo Effects
Terrain affects tactics.
Hard-Coded Hostility
A faction which cannot be negotiated with and is perpetually at war with every other faction.
<Hero> Must Survive
One of your units is a NPC that must not be allowed to die.
Hero Unit
A (usually very powerful) unit that represents the Player Character or other important character in the game's storyline.
Hold the Line
A mission where you have to prevent the enemy completing their objective before time runs out.
Instant Militia
An option to convert your workers into basic fighters.
Magic Tool
A universal hand tool whose user can magically fix any machine or structure simply by waving it at the target from close range.
Mercenary Units
Special units that are "hired" instead of "trained" or "built".
Neutrals, Critters, and Creeps
These entities hinder both player armies and enemy factions.
Non-Entity General
The player is a general or commander in a strategy game who may not actually even exist.
Protection Mission
Protect a stationary object from enemy attack.
Reinventing the Wheel
You need to purchase "upgrades" to capabilities in each campaign, even if your forces already had it in the last one.
Resource-Gathering Mission
The main focus is gathering a certain amount of resources instead of destroying the enemy.
Ridiculously Fast Construction
All buildings can be produced and military units trained in a ridiculously short amount of time.
"Risk"-Style Map
A map which shows you delineated areas so you can choose which campaigns to wage.
Separate, but Identical
Some sub-factions are said to be different in composition, outlook etc., but really only differ in their color palette.
Some Dexterity Required
In the real-time variety, being able to issue commands to your units more efficiently gives you an edge.
Splash Damage Abuse
Abusing an attack's Splash Damage or Area of Effect to get enhanced performance.
Starting Units
In strategy games, you sometimes have units at the start that you can't train or create more of.
Stop Poking Me!
Clicking too often on a unit will make them insult or nag you.
Strong Flesh, Weak Steel
It's easier to destroy something made of armored steel, like a tank, than to destroy an ostensibly flesh and blood character.
Support Power
The player receives support from things that are not included on the in-game map.
Tactical RockโPaperโScissors
Strategy games divide your units into three types, each of which is strong and weak against each of the other types.
Tech Tree
Strategy games let you research new abilities for your units.
Turn-Based Strategy, Real Time Combat
The strategic level gameplay is turn-based but tactical engagements play out in real time.
Unblockable Attack
An attack that always deals damage and can't be blocked or guarded (but in most cases may be dodged or interrupted instead).
Units Not to Scale
Infantrymen appear ridiculously large when compared to vehicles and buildings.
Video Game Time
Fake use of a time scale means that empires rise and fall in the time it takes to take the trash out.
Weather of War
Weather drastically affects units.
Worker Unit
A non-combatant unit dedicated to constructing buildings or gathering resources.
You Have Researched Breathing
Where you have to spend time researching things that should be patently obvious.
You Require More Vespene Gas
Strategy games make you gather resources.
No Recycling
You can't scavenge debris for usable materials.
Not Playing Fair With Resources
AI players in are able to acquire resources faster than the player or don't need any resources at all.
Refining Resources
You need to use "basic" resources to create "advanced" ones.
Zerg Rush
Sending waves upon waves of cheap, weak units in order to overwhelm a more tech-aware enemy with sheer numbers.
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