Hand Of Odd: Re-Brewed References 1/4๐ฎ๐ฎ๐ฎ๐ฎ}
A collection of references
{๐ฎ๐ฎ๐ฎ๐ฎ}{๐ฎ๐ฎ๐ฎ๐ฎ}{๐ฎ๐ฎ๐ฎ๐ฎ}{๐ฎ๐ฎ๐ฎ๐ฎ}
https://www.deviantart.com/search?q.....0pufferfish%20
https://www.furaffinity.net/view/36.....#cid:147923091
https://www.furaffinity.net/view/36984034/
https://d.facdn.net/art/chrisandcom.....ower_serve.jpg
https://www.furaffinity.net/view/36997147/
https://d.facdn.net/art/chrisandcom....._serve_fat.jpg
ยฃ******************************************************************
https://rabbids.fandom.com/wiki/Mar.....Kingdom_Battle
https://www.mariowiki.com/Mario_%2B.....Kingdom_Battle
https://en.m.wikipedia.org/wiki/Mar.....Kingdom_Battle
https://www.furaffinity.net/view/36961750/ Jebbie the Ferret
https://www.deviantart.com/amales/a.....wson-375025737
https://www.furaffinity.net/view/36465818/ Challmun's Cantina
https://www.mariowiki.com/Starbeans....._Cafe_Menu.png
https://www.mariowiki.com/Starbeans.....eanMachine.jpg
******************************************************************
https://destroyallhumansgame.com
http://matbrady.blogspot.com/2010/1.....ll-humans.html
https://www.mobygames.com/game/xbox.....reloaded/promo
http://art-richmorrall.blogspot.com.....ore-stuff.html
https://conker.fandom.com/wiki/Conk.....ieval_Concepts
https://vignette.wikia.nocookie.net.....20151002192015
https://vignette.wikia.nocookie.net.....20151002192230
https://vignette.wikia.nocookie.net.....20151001193019
https://vignette.wikia.nocookie.net.....20151001193352
https://vignette.wikia.nocookie.net.....20151001195936
https://vignette.wikia.nocookie.net.....20151001195817
https://vignette.wikia.nocookie.net.....20151001194232
https://vignette.wikia.nocookie.net.....20151001194201
https://vignette.wikia.nocookie.net.....20161006034010
https://vignette.wikia.nocookie.net.....20161006034105
https://vignette.wikia.nocookie.net.....20161006034137
https://vignette.wikia.nocookie.net.....20161006034213
https://vignette.wikia.nocookie.net.....20161006034252
https://vignette.wikia.nocookie.net.....20161006034330
https://vignette.wikia.nocookie.net.....20161006034407
https://vignette.wikia.nocookie.net.....20161006033602
game/warhammer-doomwheel: https://youtu.be/_0LhdIcKv7o
conker Xbox Live and Co.
Twitlongers
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412163931
https://vignette.wikia.nocookie.net.....20130412163942
https://vignette.wikia.nocookie.net.....20130412163956
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412164051
https://vignette.wikia.nocookie.net.....20130412164103
https://vignette.wikia.nocookie.net.....20130412164114
https://www.dakkadakka.com/gallery/.....20terrain.html
((******))
https://cnc.fandom.com/wiki/VIP_Bunker
https://vignette.wikia.nocookie.net.....20170613102401
https://vignette.wikia.nocookie.net.....20170613102505
https://vignette.wikia.nocookie.net.....20170613102542
https://vignette.wikia.nocookie.net.....20180713022234
https://vignette.wikia.nocookie.net.....20180713022245
https://vignette.wikia.nocookie.net.....20180713022257
https://cnc.gamepedia.com/VIP_Bunker
https://cnc.gamepedia.com/VIP_Bunke.....Allied_VIP.png
https://cnc.gamepedia.com/VIP_Bunke.....Soviet_VIP.png
https://cnc.gamepedia.com/VIP_Bunke.....perial_VIP.png
https://cnc.gamepedia.com/VIP_Bunke.....nker_Icons.png
https://cnc.gamepedia.com/VIP_Bunke.....nker_Icons.png
https://cnc.gamepedia.com/VIP_Bunke.....nker_Icons.png
https://hobbitarmies.fandom.com/wiki/Elves
https://hobbitarmies.fandom.com/wiki/Dwarves
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412163931
https://vignette.wikia.nocookie.net.....20130412163942
https://vignette.wikia.nocookie.net.....20130412163956
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412164051
https://vignette.wikia.nocookie.net.....20130412164103
https://vignette.wikia.nocookie.net.....20130412164114
https://wow.gamepedia.com/Warcraft:.....6_Humans_units
https://wowwiki.fandom.com/wiki/War.....6_Humans_units
https://wow.gamepedia.com/Warcraft:.....mans_buildings
https://wowwiki.fandom.com/wiki/War.....mans_buildings
https://wowwiki.fandom.com/wiki/Warcraft_II_units
https://wow.gamepedia.com/Warcraft_II_units
https://wow.gamepedia.com/Warcraft_II_buildings
https://wowwiki.fandom.com/wiki/War....._II_structures
https://wow.gamepedia.com/Warcraft_III_units
https://wowwiki.fandom.com/wiki/Warcraft_III_units
https://wow.gamepedia.com/Warcraft_III_structures
https://wowwiki.fandom.com/wiki/Cat....._III_buildings
https://empireearth.fandom.com/wiki/Category:Units
https://empireearth.fandom.com/wiki/Units
https://empireearth.fandom.com/wiki.....gory:Buildings
https://empireearth.fandom.com/wiki/Building
https://ageofempires.fandom.com/wik.....ge_of_Empires)
https://ageofempires.fandom.com/wik.....of_Empires_II)
https://ageofempires.fandom.com/wik.....f_Empires_III)
https://ageofempires.fandom.com/wik....._of_Mythology)
https://ageofempiresonline.fandom.com/wiki/Unit
https://ageofempiresonline.fandom.c.....ki/Unique_Unit
https://ageofempiresonline.fandom.c.....Units_(Celtic)
https://ageofempiresonline.fandom.c.....its_(Egyptian)
https://ageofempiresonline.fandom.c...../Units_(Greek)
https://ageofempiresonline.fandom.c.....nits_(Persian)
https://ageofempiresonline.fandom.c.....s_(Babylonian)
https://ageofempiresonline.fandom.c...../Units_(Norse)
https://ageofempires.fandom.com/wik.....of_Empires_II)
https://ageofempires.fandom.com/wik.....ge_of_Empires)
https://ageofempires.fandom.com/wik.....of_Empires_II)
https://ageofempires.fandom.com/wik.....f_Empires_III)
https://ageofempires.fandom.com/wik....._of_Mythology)
https://ageofempiresonline.fandom.c.....gory:Buildings
https://lotr.fandom.com/wiki/The_Lo.....List_of_units)
https://bfme.fandom.com/wiki/Regular_Units
https://lotr.fandom.com/wiki/The_Lo....._of_buildings)
https://bfme.fandom.com/wiki/Build_plots
https://bfme.fandom.com/wiki/Category:Units
https://bfme.fandom.com/wiki/Category:Structures
https://dow.fandom.com/wiki/Categor.....n_of_War_units
https://dow.fandom.com/wiki/Categor.....f_War_II_units
https://dow.fandom.com/wiki/Categor....._War_III_units
https://bfme.fandom.com/wiki/Heroes
https://bfme.fandom.com/wiki/Category:Heroes
https://dow.fandom.com/wiki/Strategic_Point
https://dow.fandom.com/wiki/Relics
https://dow.fandom.com/wiki/Power
https://dow.fandom.com/wiki/Requisition
https://dow.fandom.com/wiki/Category:Resources
https://cnc.gamepedia.com/Category:Units
https://cnc.gamepedia.com/Category:Units_by_game
https://cnc.gamepedia.com/Category:Units_by_type
https://cnc.gamepedia.com/Epic_unit
https://cnc.fandom.com/wiki/Category:Units
https://cnc.fandom.com/wiki/Category:Buildings
https://cnc.gamepedia.com/Category:Buildings
https://cnc.fandom.com/wiki/Tech_building
https://cnc.fandom.com/wiki/Category:Tech
https://cnc.gamepedia.com/Tech_building
https://cnc.gamepedia.com/Category:Tech_buildings
Herzog Zwei is the Ur-Example of this trope. The game introduced the creation and use of worker units to collect resources.
In Achron, all units of all three factions are able to fight, some of them are just capable of building as well, usually the infantry. Each race collects resources via buildings called resource processors that are completely useless for everything else.
The Age of Empires series: Villagers act as worker units here, using cycling to gather resources (except in III) and direct construction.
In Age of Mythology Greek and Egyptian workers function essentially the same, though only the Greeks are called villagers and only they can pray at temples to gather favor (Egyptians gain favor building monuments). Norse peasants only gather (dwarves are peasants that mine faster) while their basic infantry do most of the building, and the Atlantean citizens don't need to cycle while gathering, in addition to doing it faster, plus can turn into hero units in emergencies to aid in defending against myth units (and gain a gathering bonus). In exchange, they move slower, are three times more expensive and turning them into heroes requires an aditional cost.
Ashes of the Singularity: The PHC Engineer and Substrate Constructor, which construct buildings. In addition, the Substrate has the Harvester, which can harvest resources from unclaimed regions.
Battle Realms puts its own spin on the concept. While Peasants from all four clans use cycling and direct construction, they also form the backbone of the military in the game, as they use military buildings to upgrade themselves.
Battle Zone 1998 and its sequel have Scavengers, which are large utility vehicles which are described as "vacuum cleaners with engines" - the scavengers drive around, suck up bio-metal scrap, then go deposit it at the Recycler (or instantly add it to your scrap pool, in the sequel). Constructors build base structures such as gun towers and power plants. Tugs in both games can be used lift slow, heavy units off the ground and carry them over rough terrain or water very quickly, though they are rarely used outside of the singleplayer campaigns. All of the worker units can only be built at the irreplaceable Recycler, meaning that destroying the enemy Recycler will instantly win the mission.
Blizzard Entertainment:
Starcraft: All workers use the standard cycling method of resource collection, but use different construction methods. Terran SCVs use direct construction, Protoss Probes use summoning, and Zerg Drones use the growing method. The SCV can also repair mechanical units, and the Drone can burrow to protect itself. In Starcraft 2, an additional temporary worker, the M.U.L.E., is available to the Terrans, which harvests resources at a faster rate, can repair mechanical units at the normal rate, but cannot construct buildings.
As of Warcraft 3, each faction has a distinctly different worker unit to harvest resources and build or repair structures:
The Human Peasant is the most "normal" in that it harvests wood or gold by running between the resource and the Town Hall structure, and multiple Peasants can be assigned to build the same structure to put it up faster. Peasants can also be turned into Militia to defend their starting base, fighting as well as a Footman unit. Before a nerf, a popular tactic was to take the five starting Peasants, turn them into Militia, and Zerg Rush a multiplayer opponent.
The Undead Acolyte harvests gold via magic, so it doesn't have to leave a Gold Mine to collect the resource, and constructs buildings by summoning them, so they can "build and run" but not build faster by cooperating with other Acolytes. Acolytes can also Unsummon their structures to refund a fraction of their build cost, and while they're pathetic in combat, they can be sacrificed and converted into an invisible Shade scout unit. Acolytes also cannot harvest lumber, that duty falls to the Scourge's basic melee unit, the Ghoul.
The Orcish Peon is much like the Peasant, though Peons are hidden while building structures, and when an enemy attacks they can enter Burrow buildings and throw spears from them, making them more effective than the Orcs' dedicated defensive structures. With the Pillage ability researched Peons can gain gold by attacking enemy buildings, though if you're attacking with Peons, something has gone very wrong for one or both sides.
The Night Elven Wisp can harvest gold or lumber via magic, without having to ferry a load back to base, and uniquely does not consume a tree it's harvesting wood from. The way they "grow" Night Elf buildings means they can't cooperate to build faster, and a Wisp will be killed if the Ancient it is constructing is destroyed first. Wisps cannot fight in combat, but they can sacrifice themselves with the Detonate ability to drain mana from enemy units and damage summoned enemies - and of course most Night Elf structures are capable of uprooting and defending themselves just fine.
The Goblin Shredder is a mercenary unit that any faction can hire from the Goblin Laboratory. It harvests lumber using the cycling method, but hauls in much larger loads than the standard workers. It's also a reasonable fighter, but using it as one is terribly inefficient due to its cost.
Dawn of War has a different worker unit for every race; all of them only construct and repair structures, resource gathering is handled autonomously by capturing points or building generators. Each one is also slightly different from the others. To wit:
The Space Marine Servitor has no special abilities whatsoever, but is one of the faster moving and more durable (read: least paper-machรฉ-armored) worker units, and can later make use of the Space Marine's Drop Pod ability to quickly redeploy.
The Chaos Heretic can burn its own HP to build faster.
The Eldar Bonesinger can fight (but isn't at all good at it), repairs vehicles and structures twice as fast and for less than a third the cost, can be upgraded to temporarily disable enemy structures it can reach, and most importantly, can teleport long distances, for example, to construct a Webway Gate behind enemy lines...
The Ork Gretchin come in large hordes that cost virtually nothing, have abysmal combat prowess, but move and build fast and can be upgraded to be invisible, even when repairing your tanks mid-battle.
The Imperial Guard Techpriest Enginseer is surprisingly durable and has some combat prowess. They also repair vehicles and structures four times as fast as other worker units, and can man the fairly powerful bunker weapons as well as a full squad of infantry, while costing much less and not taking up unit cap.
The Tau Earth Caste Builder has above-average sight radius and below-average cost. Besides this it has nothing special going for it, really.
The Necron Builder Scarabs are free (but slow to build) and travel in small squads. They are also the only Necron unit able of capturing control points, and their only detector (but also the best detector in the game).
The Dark Eldar Tortured Slave is the frailest of all worker units, but does not have to work on a built structure past starting it (but cannot speed up the construction by using multiple ones). They are also one of only two Dark Eldar units that can harvest souls, needed to fuel their global abilities.
The Sisters of Battle Ecclesiarchal Servitor is pretty much a clone of the Space Marine one, but instead of Drop Podding it has the ability to deal considerable damage to enemy structures if unopposed.
Dawn of War 2 removed workers altogether, with light infantry and tech-based heroes filling in for repair and construction duties, while some other field structures have been relegated to global abilities.
Company of Heroes has engineer units. While they are capable of fighting, they're not especially good at it, with the lowest accuracy in the game. They're much better suited to building and repairing. However, they can get flamethrowers, which greatly increases their firepower.
Imps in both Dungeon Keeper games can mine out rooms, dig for gold, claim land, and retrieve fallen units, but are nigh-useless in combat. They're also unique in that they're Made of Magic by their Keeper and have no other physical needs.
Evil Genius: Construction workers, while serving as only Cannon Fodder in battles, are the only minions capable of building new rooms, and are the staple of any world domination plan.
FarGate has "Utility Pods" for resource collection (asteroid mining) and ship repair. There is also a Tug unit, necessary for moving immobile space stations, pre-fab kits, or disabled ships.
In From the Depths, transports are needed to move cargo between resource extraction zone, deliver repair material to fleets, and pick up salvage. Most of the AI factions have some sort of cargo ship with huge amounts of cargo and negligible defenses, though only the player actually requires them.
Globulation has worker, scout and fighter... uh... creatures. Without workers you cannot collect resources, and thus cannot do anything at all โ even keeping units alive requires a worker collecting raw foodstuff and bringing it to an inn.
GrimGrimoire: Has unique worker units for all four schools of magic. Besides collecting mana and building defense structures, each school's worker unit has an additional ability: Glamour's Elves can heal other units, Necromancy's Ghosts can perform a kamikaze for big damage, Sorcery's Imps can attack, and Alchemy's Blobs can slow enemies down.
In Halo Wars the closest thing to worker units are the UNSC Cyclops (a modified variant of the Mjolnir Mark III Exoskeleton Prototype that is a unique unit to Sergeant Forge in multi-player and skirmish modes.), and the Covenant Engineer (a race of Biological Supercomputers created by the Forerunners that were later enslaved by the Covenant). They are the only units that can repair buildings. Resource gathering can be handled by any infantry unit and certain levels and maps some Garrisonable Structures such as Forerunner Supply Elevators can even produce an infinite amount of resources or supply other benefits.
Homeworld has all construction done in The Mothership and (small craft only) in carriers. Resource collectors are used to mine asteroids. They then bring the resources back to the Mothership, a carrier, or a resource controller for processing. They can also be used to refuel fighters and corvettes (this feature is not present in the remastered version the game). Repair corvettes are used to, well, repair other ships. Cataclysm has the generically-named Worker, which actually combines the functions of a resource collector, a repair corvette, and a salvage corvette. Homeworld 2 has its resource collectors conduct mining and repair operations. The prequel Homeworld: Deserts of Kharak has salvagers, which are the land-based version of the resource collector. Unlike the other games, salvagers only have one function - collecting resources. They also happen to be extremely slow, even slower than your land carrier.
Machines: Wired For War has an entire sub section of 'civilian' units. Dozers (building and repairing stuctures), Transporters (carrying raw materials to be processed), locators (find resources sites)and technicians (researching). More advanced versions need to be researched/stolen and built to climb the tech tree and create new buildings and units.
Netstorm had no less than 7 rather varied worker units for resource collection (construction didn't require units), which your initial choice of temple would limit to 3 or 4 available (counting the always-buildable golems). On some maps, these could pick up spells and also double as the only fully-controllable offensive units (Netstorm was one of the earliest instances of a "tower versus tower" style of gameplay).
Populous: The Beginning: Had the braves who build, collect wood, repair and upgrade buildings, generate mana for your spells, and spawn more braves by breeding. They could also fight, but are usually beaten by every other unit type. Also, while all units can become specialized units, specialized-units can not become braves.
Rise of Nations: Workers are responsible for gathering resources through structures and constructing most, if not all, buildings.
Sins of a Solar Empire: A space-based RTS, it has constructors, refinery ships and trade ships as workers, which construct orbital structures, help generate resources(via refineries) and help generate money(via trade ports) respectively. There are also colony ships, which establish colonies on unclaimed or newly-conquered planets. As of Entrenchment, there are also special worker ships specifically designed to construct Starbases.
Star Trek: Armada has constructor ships for all four sides that build all the structures and mining freighters for, well, mining asteroids. The sequel has the same for all sides but Species 8472, who have active and passive embryos. The former turn into ships, and the latter become biological structures. In addition, the sequel adds freighters for all sides but Species 8472.
Star Wars: Galactic Battlegrounds, being an Age of Empires II reskin, has worker units for all factions who can harvest resources cyclically and build and repair structures. They are droids for all factions barring the Gungans (who use a non-sentient but related species called the Glurrgs), the Wookiees (who do the work themselves), and the Separatists from the Clone Campaigns expansion (who use Geonosians). The game also has Utility Trawlers available to all factions which are capable of fishing further off the coast than regular workers, while the Gungans can also uniquely build some underwater structures with them.
Both sides in Total Annihilation had multiple construction units. There are construction robots, ground vehicles, aircraft, ships and hovercraft. This allows you to use different units to build in different terrains. On top of that, there are advanced versions of construction units that build advanced structures. One significant difference here is that these units do not perform routine resource collection. The construction units build dedicated structures to gather resources. They also have the option to reclaim map objects and wreckage, but this is on a per-object basis.
Spiritual Successor Supreme Commander simplifies that to three increasingly potent and expensive amphibious Engineers per side. The sequel further simplifies that to one per side, with more structures unlocked by research.
The Commander in TA and the ACU in the SC series are interesting variations, being Do Anything Robots. They do the first round of heavy lifting in most missions due to being the sole starting unit.
Warzone 2100 has a 'truck' module that can be fitted to any ground-based chassis, as well as the combat engineer cyborg. Both are used to directly construct and repair buildings, and capture oil wells. Repairing units is done by another class of cyborgs/modules.
Westwood Studios games:
Dune II was the Trope Codifier for this sort of RTS game, which Westwood continued to refine in their Command & Conquer series. A slow, defenseless unit called a Mobile Construction Vehicle can unpack into a Construction Yard, which forms the heart of a base and assembles all the other buildings in it. A Harvester unit collects resources (spice, Tiberium, or ore) for processing into credits at a Refinery building, and in some games additional Silos may need to be built to hold all the stuff until you can spend it.
Command & Conquer: Red Alert 2 added some tweaks for each faction's harvester units. The Allied Ore Collector has to roll out to an ore field as normal, but can teleport back to base for easy collection. The Soviet Ore Collector is reinforced with extra armor and has a machine gun turret to defend against infantry and light vehicles. Yuri's faction, added in the expansion pack, has a Slave Miner, which is a mobile ore processor with mind-controlled slaves using shovels to dig ore.
Command & Conquer: Generals is a departure from the C&C forumla in that Construction Yards are absent, in favor of Blizzard-style worker units. America uses bulldozers to build with, but can quickly collect supplies with Chinook helicopters, which can also serve as infantry transports if needed. China uses bulldozers to build and supply trucks to harvest, nothing spcial there. The poor GLA has a peasant that builds and gathers resources, and is so slow and inefficient that one of the upgrades you can purchase gives the poor guys some shoes!
In Command & Conquer 3: Tiberium Wars and the Kane's Wrath expansion, the basic GDI Harvester is armed with a light machine gun, the ZOCOM faction's variant has a rocket turret, while the Steel Talons' has a bunker on it that can be occupied by an infantry unit; the MARV super unit can also, besides kicking lots of ass, instantly collect and process any Tiberium it drives over. The standard Nod harvester is equipped with an Invisibility Cloak, save for those used by the Black Hand faction, which lacks stealth tech. Scrin harvesters are unarmed but heal in the presence of Tiberium crystals, and the Reaper-17 faction equips its harvesters with Deflector Shields.
In Command & Conquer: Red Alert 3, all factions' harvesters are amphibious due to the game's emphasis on naval combat. The Allied Prospector also doubles as a builder unit, since it can unpack into a Command Hub and allow new buildings to be put up nearby. The Soviet Ore Collector can also deploy a metal shield around it to make it much harder to kill, while the faction also has the Sputnik, a secondary builder unit that can put down an Outpost to allow buildings to be constructed nearby. The Imperial Ore Collector can equip a laser turret for self-defense, but can't harvest while it's active, while all the Empire's buildings are unpacked from Nanocores
Civilization:
Settlers in the first two games provided both of these functions. Sid Meier's Alpha Centauri split their functions between Colony modules and Terraforming modules, and from that point onward, the Civ games would have Settlers for building new cities and Workers for building improvements.
Also in the first two games, Caravans had some extremely narrow resource-transportation uses, though this was not their intended primary function. A Caravan could be sacrificed to establish a continuous transfer of 1 food unit per turn from one city to another, or to add the Caravan's production cost to the construction of a Wonder of the World.
In Civilization V, certain civ-specific unique units had limited building abilities. Roman Legions, for instance, had the ability to construct roads and forts in reference to their real-life prowess in doing exactly that, whereas Samurai could construct fishing ships to tie in with the Japanese unique power that draws culture from them.
In Civilization VI, each Worker has a limited number of "charges" to build improvements or remove natural resources; the Chinese and Aztec have the special ability to spend those charges towards building World Wonders and city districts, respectively. The game also introduces Military Engineers in the Renaissance Era, who can build defensive and offensive improvements, and retains Roman Legions' Fort-building ability.
Certain subsystems in Star Ruler can make a ship a dedicated worker unit, or a Military Mashup Machine. Ramscoops allow ships to generate their own fuel (which can be transferred automatically to nearby ships), ammo generators generate ammo, cargo bays allow ships to trade good between planets, repair lasers allow ships to repair each other, mining lasers allow ships to mine asteroids for ore which can then be further processed on-board via a variety of machining subsystems. Inductors and Inducers allow ships to speed up or slow down other ships, to catapult ships out of orbit very quickly or to slow down a ship low on fuel.
In the X-Universe series, Transport (Small) and Transport (Large) are the basic workers for the player's empire once it's sufficient built-up. TS class ships (both the player's and the NPC traders) ferry wares between factories, are the only way to mine Nividium, and are the generally the best way to pick up salvage after a large battle. TL class ships are the only way to build space stations, though it's possible to hire a NPC TL to construct your stations for you. Both classes of ships can be armed - and with TLs, often decently - so it's possible to turn them into an Instant Militia if needed.
Galactic Civilizations 2: Colony ships establish new colonies (being consumed in the process) and transfer population to pre-existing colonies (re-useable). Trade ships help earn credits by cycling between one of your planets and another race's planet along a fixed trade route, gaining bonuses when passing through the area of effect of an economic starbase. Space miners set up mining facilities in asteroid belts, slightly boosting the closest planets military and social production. Surveyors harvest spacial anomalies and act as scouts. And finally, constructors build or upgrade starbases, but get consumed in the process.
Colonization has few non-naval units that aren't supposed to work in a colony, but Pioneer does outdoor job - builds roads, plows fields and cleans forests.
In Sword of the Stars, colony ships add population and infrastructure to planets, being consumed in the process, in addition to claiming worlds without imperial populations (either because it hasn't been colonized yet or someone nuked the previous occupants). Tankers refuel other ships, refineries refuel and produce new fuel. Mining ships extract resources from uninhabited systems and take them back home. And salvage ships repair damaged ships or reclaim resources from destroyed ones. The expansions introduce freighters that increase income through trade and constructors that build space stations.
Genjuu Ryodan has mana generator units where they gather mana for the player to summon units.
POW Armors and Craft Modules in R-Type Command can both rearm and refuel ships, and the Craft Module can repair other ships, clear mines, mine Solonium from asteroids, and claim Hangars.
Prismata has drones, which produce gold. There are also special types of drones that have a random chance of appearing in a given match
Advanced Strategic Command: Has a lot of these, depending on the unit set, of course. Different transports are required for ammo, fueland construction materials that all runs out rather quickly. Field repair vehicles, to fix units without hauling them all the way to the factory. Generators to keep your mines and factories running when you don't have enough powerplants connected to them. Bulldozers to construct pipelines, bridges or runways for planes. Builder vehicles to create buildings and turret foundations. Resource prospectors to know where to build a mine or oil platform. Icebreakers. Almost anything requires a proper Worker Unit and some spent resources.
This doesn't really affect gameplay at all, but the Iron Legion's Rifle Grunts in Battalion Wars spend their every waking off-duty hour happily digging in the Nerocite mines.
In the main Nintendo Wars series, your infantry generally fill the closest thing to a worker role by capturing cities and factories.
Battle Isle, the first installment had the SC-P Merlin Pioneer unit which could build a depot on any suitable location, which could later be used to repair your units. The second installment greatly expanded on this with including ammunition/fuel transports, road construction vehicles and trains capable of repairing units. Strangely collecting raw resources was generally not a significant part of the game-play, and the resource ("Aldinium"), could be transported with any regular transport capable of transporting units.
((*****************))
https://www.deviantart.com/roen911/.....Quad-828045890
https://www.deviantart.com/roen911/.....odel-829048918
https://www.deviantart.com/sandu61/.....tank-822951986
https://www.deviantart.com/sandu61/.....-gun-822701287
(***********************************)
Thank you for the opportunity, Iโd appreciate seeing my OC, Fuzzle the Sabreweasel dressed as May from Pokรฉmon, stuffed with beachballs (May's orange outfit, an image of her wearing that is in my Scraps section of my Gallery) and in the middle of two Pokรฉmon tents, she also has four Santa Sacks behind her filled with big beachballs
https://www.furaffinity.net/view/25219029/
https://www.deviantart.com/daxx-lor.....nces-711507424
https://www.deviantart.com/daxx-lor.....ence-733874743
https://vignette.wikia.nocookie.net/pokemon/images/e/e1/Pokรฉmon_Camp_Gameplay.jpg/revision/latest?cb=20190904225801
https://www.nintendoenthusiast.com/.....t-color-guide/
Normal tent colour
https://oddworld.fandom.com/wiki/Ca.....gory:Cutscenes
https://oddworld.fandom.com/wiki/Ca.....ysee_cutscenes
https://oddworld.fandom.com/wiki/Ca.....ddus_Cutscenes
https://oddworld.fandom.com/wiki/Ca.....ysee_Cutscenes
https://oddworld.fandom.com/wiki/Ca.....rath_Cutscenes
https://en.m.wikipedia.org/wiki/Pilotwings
https://en.m.wikipedia.org/wiki/Pil.....s_(video_game)
https://en.m.wikipedia.org/wiki/Pilotwings_64
https://en.m.wikipedia.org/wiki/Pilotwings_Resort
https://nintendo.fandom.com/wiki/Pilotwings
https://nintendo.fandom.com/wiki/Pilotwings_64
https://nintendo.fandom.com/wiki/Pilotwings_Resort
https://nintendo.fandom.com/wiki/Ca.....lotwings_games
https://tvtropes.org/pmwiki/pmwiki......ame/Pilotwings
https://www.mariowiki.com/Pilotwings
https://www.ssbwiki.com/Pilotwings
https://www.ssbwiki.com/Pilotwings_(universe)
https://www.ssbwiki.com/Rocket_Belt
https://www.ssbwiki.com/Metroid_(universe)
https://apeescape.fandom.com/wiki/Cookies
https://vignette.wikia.nocookie.net.....20130129210124
https://vignette.wikia.nocookie.net.....20130517081418
https://vignette.wikia.nocookie.net.....20130517081542
https://vignette.wikia.nocookie.net.....20130209091700
https://apeescape.fandom.com/wiki/Specter_Coins
https://vignette.wikia.nocookie.net.....20130623185701
https://apeescape.fandom.com/wiki/Chips
[^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^]
https://vignette.wikia.nocookie.net.....20180807165658
https://vignette.wikia.nocookie.net.....20130208204112
https://vignette.wikia.nocookie.net.....20180909004543
https://vignette.wikia.nocookie.net.....20180909003744
https://vignette.wikia.nocookie.net.....20190626061218
https://vignette.wikia.nocookie.net.....20190626061129
[^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^]
https://gearsofwar.fandom.com/wiki/Multi-Turret
https://vignette.wikia.nocookie.net.....20130126151718
https://www.deviantart.com/decadeof.....rret-267910743
https://www.artstation.com/artwork/.....3-multi-turret
https://www.furaffinity.net/view/36207807/ Oddworld Weapons
https://www.furaffinity.net/view/36848178/ Oddworld Weapons
https://en.m.wikipedia.org/wiki/Tower_viewer
https://en.m.wikipedia.org/wiki/Tow....._Hope_(01).jpg
https://en.m.wikipedia.org/wiki/Tow.....Binoculars.jpg
https://en.m.wikipedia.org/wiki/Tranquillizer_gun
https://en.m.wikipedia.org/wiki/Tra.....liser_dart.jpg
https://en.m.wikipedia.org/wiki/Jet_injector
https://en.m.wikipedia.org/wiki/Jet.....jector_gun.jpg
https://en.m.wikipedia.org/wiki/Ammunition_box
https://en.m.wikipedia.org/wiki/Amm.....nition_box.jpg
https://en.m.wikipedia.org/wiki/Amm.....nition_box.jpg
https://oddworldlibrary.net/archive.....6/category/109 Tourist Binoculars
https://oddworldlibrary.net/archives/togg/action.php?id=7216&part=e&download Tourist Binoculars
https://gamecrate.com/file/oddworld.....-2019-sneakjpg
https://wow.gamepedia.com/Warcraft_.....d_Halberds.jpg
https://www.furaffinity.net/view/36207503/ Oddworld weapon rack
https://vignette.wikia.nocookie.net.....20200609194403
https://vignette.wikia.nocookie.net.....20200609194540
https://vignette.wikia.nocookie.net.....20200609195150
https://vignette.wikia.nocookie.net.....20200609195213
https://vignette.wikia.nocookie.net.....20200609195336
https://vignette.wikia.nocookie.net.....20200609201138
https://vignette.wikia.nocookie.net.....20200609201338
https://apeescape.fandom.com/wiki/A.....s_(Ape_Escape)
https://vignette.wikia.nocookie.net.....20130129201111
https://apeescape.fandom.com/wiki/Gadgets
https://animalcrossingworld.com/gui...../new-horizons/
https://nookipedia.com/wiki/Categor....._Horizons_bags
https://nookipedia.com/wiki/Catalog
https://animalcrossing.fandom.com/w.....eous_Furniture
https://animalcrossing.fandom.com/wiki/Sculpture
https://animalcrossing.fandom.com/wiki/Stereo
https://animalcrossing.fandom.com/wiki/TV
https://animalcrossing.fandom.com/wiki/Flooring
https://animalcrossing.fandom.com/w.....gory:Furniture
https://animalcrossing.fandom.com/wiki/House
https://animalcrossing.fandom.com/w.....gory:Buildings
https://animalcrossing.fandom.com/wiki/Tool
https://animalcrossing.fandom.com/w.....i/Flimsy_tools
https://animalcrossing.fandom.com/w.....tty-Good_Tools
https://animalcrossing.fandom.com/w...../Category:Tool
https://nookipedia.com/wiki/Category:Furniture
https://nookipedia.com/wiki/Categor.....s_of_furniture
https://nookipedia.com/wiki/Categor.....ure_Categories
https://nookipedia.com/wiki/TV
https://nookipedia.com/wiki/Stereo
https://nookipedia.com/wiki/Flooring
https://nookipedia.com/wiki/House_(player)
https://nookipedia.com/wiki/Category:Buildings
https://nookipedia.com/wiki/Tool
https://nookipedia.com/wiki/Item:To.....(New_Horizons)
https://nookipedia.com/wiki/Item:To.....(New_Horizons)
https://nookipedia.com/wiki/Item:To.....(New_Horizons)
https://bfme.fandom.com/wiki/Gondor_Citadel
https://bfme.fandom.com/wiki/Rohan_Citadel
https://bfme.fandom.com/wiki/Mordor_Citadel
https://bfme.fandom.com/wiki/Isengard_Fortress
https://bfme.fandom.com/wiki/Category:Fortresses
https://bfme.fandom.com/wiki/Catego.....tress_upgrades
https://bfme.fandom.com/wiki/Catego.....ess_expansions
https://bfme.fandom.com/wiki/Heroic_Statue
https://bfme.fandom.com/wiki/Hearth
https://bfme.fandom.com/wiki/Well
The Age of Empires series:
Age of Empires and its sequel have these only in the built-in campaigns (in which, as these campaigns follow the careers of famous Historical Domain Characters, their survival is a victory condition) or through the Level Editor; one Action Bomb hero is available through cheats. The Expansion Pack for Age of Empires II causes heroes to regenerate, and allows one to create custom heroes through the editor by changing a normal unit or hero's name, Hit Points, or attack points. The death of any unit or building can cause a Game Over if the triggers are set right.
Age of Mythology uses these as an extension of the Tactical RockโPaperโScissors along with Myth units (beasts taken from the different mythologies used in the game) and ordinary human soldiers. Heroes beat Myth units, Myth units beat normal units, normal units beat heroes (if only due to superior numbers, as the heroes can take them one-on-one easily enough). The main campaign has several unique heroes as main characters, more powerful than normal heroes and effectively immortal (they can be killed, but friendly units can revive them). The expansion pack race, the Atlanteans, had an interesting twist on this โ most infantry troops could become a Hero Unit for additional cost and population slots, which would increase their stats and make them effective against myth units. Although it's entirely possible to reach your population cap with infantry units and then convert them all to heroes.
Age of Empires III has hero units in the campaign, and the Explorer (and potentially his dog) serving the same purpose in random maps; they are near-immortal, as the unique heroes in Age of Mythology.
One mission in Aztec Wars gives you a badass Arab as a Hero Unit you must escort to a safe place. In practice, the best way is to leave him tucked away in a corner, conquer the entire map, and then get him to his goal.
Both Battalion Wars games put the player in full control of a unit. But rather than a special unit, the player takes control of any unit in his/her battalion, and can change to a different one at will. Whichever unit you are controlling is less subject to Artificial Stupidity and, it seems from witnessing a bug in action, also gets offense and defense power boosts.
Battle Realms has five per side, called Zen Masters. The Zen Masters always come with pre-equipped battlegear and most of them have unique abilities, but fill the battlefield role of an equivalent regular unit in that faction.
In Brรผtal Legend, the player controls the Hero Units, who aside from fighting enemies (though they are easily overwhelmed by groups) are also responsible for giving orders and collecting resources. Each Hero has unique guitar solos that all do different things. Eddie Riggs commands Ironheade, Doviculus commands the Tainted Coil and Drowned Ophelia commands the Drowning Doom.
Command & Conquer:
Tanya from Command & Conquer: Red Alert Series, a frequent case of one who needed to stay alive. 2 introduced equivalents for the Soviet side (Yuri in the base game, Boris in Yuri's Revenge when Yuri bolted and became his own side), while 3 gave Natasha for the Soviets and Yuriko for the Empire.
The Commando from Command & Conquer: Tiberian Series, too. The only difference is that the Commando didn't have a name (not counting Havoc or Lt. Fullerton). Of course, you could build Tanyas in multiplayer just like you could build Commandos.
Command & Conquer: Generals has an American commando (Col. Burton), a Qurac sniper mercenary (Jarmen Kell) and a high-level hacker (Black Lotus) as the hero unit of each faction.
In Company of Heroes, the British units don't gain Veterancy, but they can train Lieutenants, who follow squads around and emits a passive Status Buff to all surrounding infantry, which grows more powerful as the infantry score kills and gain experience for the Lieutenant. The Lieutenant himself is armed with a Sten, so while he can bolster the close range firepower of a squad, he shouldn't be relied upon to engage and defeat enemy troops directly and he definitely shouldn't be needlessly exposed to enemy fire. The Captain is a tier-2 unit who functions like the Lieutenant but grants an even larger boost to all units in an entire sector as opposed to just squads, but he's only armed with a revolver and hence even less capable in combat โ it's generally a good idea to keep a Bren Carrier handy to ferry him quickly around the map. The last British hero is the Cromwell Command Tank, which imparts similar bonuses as the Lieutenant but for tanks and vehicles.
In the Ardennes Assault and Western Front Armies expansions for the sequel, the American forces function similarly, with a Lieutenant, Captain, and Major as trainable units. Each is required to unlock certain portions of the tech tree, and at least one of the lower ranked officers is required to unlock the Major. Like the British units above, each has certain special abilities befitting their respective ranks, and each confers status buffs on nearby units (or production buildings in the case of the Maajor). Unlike the British units, each American officer spawns with a squad, which can be upgraded with weapons in the same way as other infantry units. Additionally, while the Major's squad is only 3 men with an initial loadout of two carbines and a pistol, the Lieutenant and Captain spawn with full strength five man squads, at least one member of which is automatically equipped with a special weapon โ a BAR and a Bazooka, respectively.
Dawn of War usually has two Hero Units per side, with one being the main character of each campaign. They could destroy entire squads singlehandedly, but were balanced by the fact that most "walker" units (Dreadnoughts, Wraithlords, etc...) can chew them up and spit them out with no problems. Dawn of War II gave each army 3 Hero Units each.
The Space Marines have Force Commanders and Librarians, along with Apothecaries and Techmarines in the sequel.
The Orks have Warbosses and Big Meks (replaced by Mekboys in the sequel), with Kommando Nobs added in the sequel.
Chaos has Chaos Lords/Daemon Princes and Chaos Sorcerers, with Plague Marines added in the sequel.
The Eldar have Farseers and the Seer Council, with Warlocks and Warp Spider Exarchs added in the sequel.
The Imperial Guard has the Command Squad. The sequel replaces them with Lord Generals, Commissar Lords and Inquisitors.
The Tau have Commanders and Ethereals.
The Necrons have Necron Lords and Destroyer Lords.
The Sisters of Battle get the Cannoness and Confessor.
The Dark Eldar have the Archon and Haemonculus.
Divinity: Dragon Commander: The Player Character themselves. When commanding a battle personally, you can switch from Non-Entity General to a jetpack-enhanced dragon and lay waste to your foes personally.
End of Nations have buyable hero units to complement your company on battles, and have special abilities.
Final Fantasy XII: Revenant Wings has you build your forces around them. If they all die, you lose, but the same is true for your opponents.
Halo:
In the first Halo Wars, the Covenant have their leaders (namely the Arbiter, the Prophet of Regret, and the Brute Army Commander), who can be quite important to have out on the field for their battle prowess, as their other units tend to be on the "subversive" side of the Faction Calculus scale. You can also only use your faction superpower by controlling them directly. On the other hand, the UNSC have Spartans; while not as singularly powerful as the Covenant's leader units, they are still quite badass in their own right and can hijack enemy vehicles or commandeer friendly vehicles for a power boost. The limit on how many of these units you can have still goes for both sides, thoughnote ; namely, one leader for the Covenant and three Spartans for the UNSC. In the campaign, Sgt. Forge and SPARTAN-II Red Team function as a quartet of Hero Units; if one of them goes down, there is even text reading "You have a downed hero."
In Halo Wars 2, some of the leaders on both the UNSC and Banished sides can directly appear on the battlefield as incredibly powerful units with various special abilities. The UNSC has Sergeant Forge, Jerome-092, Sergeant Johnson, and Morgan Kinsano, while the Banished has Decimus, Ripa' Moramee, Pavium, and Voridus. Additionally, some leaders can train subordinate hero units of their own; on the UNSC side, Captain Cutter, Isabel and Anders can train one Spartan each, Jerome can train three other Spartans, and Serina can build a Bison APC, while on the Banished side, Atriox can train an Atriox's Chosen, Let 'Volir can train one Sangheili Honor Guardsman, Colony can train a Mgalekgolo Captain, and Yapyap THE DESTROYER can train up to three Goblinsnote . Additionally, there's Sunray 1-1, a squad-based hero unit available only in the Operation: SPEARBREAKER DLC campaign (though they were temporarily usable in multiplayer during the Yappening event, where they replaced Cutter's Spartan unit).
Herzog Zwei was one of the first games to use hero units, which actually integrated them into the interface, using them to move and direct the other units around the battlefield.
There are three such hero units in the Homeworld series, all in Homeworld 2: Captain Soban's super-frigate, the Dreadnaught, and Sajuuk. All feature greater firepower and sometimes greater HP than other vessels in the same 'class'. Soban's frigate has a substantially greater firepower than a regular frigate, the Dreadnaught is rather more powerful than the Battlecruiser, the most powerful ordinary vessel, and the third... well, calling it a god is about right.
The Command Ship in Cataclysm might also count as well.
Ogre Battle is full of units with unique sprites and unique stats who are members of a standard class. The Opinion Leader and Magnus Gallant in OB64 have unique attacks.
There is one in Patapon 2, named "Hero" by default. He wears a mask, can change his class and activate special attacks of the class and connect with Hero Units of other worlds via the Paraget. If he dies, he's resurrected within a short while.
Each player in Rescue Raiders requisitions automated ground units while directly piloting the only airborne unit, a helicopter. Multiplayer games permit up to two players/helicopters per side.
Interestingly, Rise of Legends used three heroes per side, unlike its predecessor. Oddly, air heroes cost more and are Always Female.
Sins of a Solar Empire has Capital ships act as Hero Units, with RPG Elements like the ability to level up, gaining new abilities, auras, strikecraft squads, etc. and upgraded stats. Additionally, the player has to train new crews specifically to build more capital ships.
Sacrifice has the wizards, who cast the spells, build the armies, order their creatures around, and function as the player's controllable avatar: Everything on the battlefield is seen from your wizard's point of view. Defeating a side's wizard for good by desecrating his respawn altar wins the games. Their spell and unit list depends on which gods they follow, and in addition each wizard has some minute differences in movement speed, health, and physical/magical damage resistance. Sacrifice also has unique Hero Unit versions of certain units, representing some particularly important non-wizard servants of the various gods. Some of them appear only on certain levels and have a <Hero> Must Survive clause, others join your cause permanently (as long as you keep supporting their patron god) and are expendable (but will not be accessible in subsequent missions if they die).
Star Wars:
Used in Empire at War and its expansion. All heroes are larger, though in some cases they're still at their canon scale, and most of them are unique units. The only ones that aren't are Red/Rogue Squadrons (X-Wings, but larger), Luke's X-Wing (again, just larger, though in this case it's the size of a freakin' transport), Accuser and Admonitor (larger Imperial-II Star Destroyers), and Merciless (a Zann Consortium flagship). The Admonitor is coloured blue (except when it dies), though, and the Merciless has unique engine exhaust colour and hull paint.
Star Wars: Galactic Battlegrounds has hero units in the campaigns and Terminate the Commander games. Hero units tend to be extremely powerful, although as soon as they die, you're screwed (except in Terminate matches, where the hero isn't even capable of attacking, and has to hide in a fortress in order to survive).
Total Annihilation had its Commanders as the linchpin of the gameplay, with them as the standard builder unit in the game. Losing the Commander often meant losing the game. If not automatically, then because of the fact that a good chunk of your base or army is usually destroyed when a killed Commander goes up in a massive explosion.
Supreme Commander takes this a step further, allowing for customization of the ACU and support ACUs. They still go up like nukes, though.
In the Total War series, generals are deployed with the rest of your army. On the field, the General's Bodyguard is usually a large group of heavy cavalry (e.g., knights or lancers, although some of the later-set games give them revolvers as well). Sometimes, especially in the early game, they're the only heavy cavalry around, and a well-timed charge by the general can make or break a battle. On the other hand, if the general dies, every unit in the army loses some of its morale and the army loses the passive benefits of their traits. Unled armies are also disadvantaged in other ways; depending on the game, armies without a general might not be able to replenish their numbers, hire mercenaries, purchase new units from nearby cities, or call in naval fire support.
Total War: Warhammer expands on this concept, having four distinct types of Hero Units.
Legendary Lords represent individual characters of importance in Warhammer lore, such as Emperor Karl Franz, Warboss Grimgor Ironhide, Archaon the Everchosen or Orion the King in the Woods, each faction starting out with two and more being available through DLC. They act as generals for armies and are very powerful units in their own right, being quite able to fight several normal units at once. Even if they die, they can be recruited again in a few turns, and will not "die" permanently as long as their faction exists. The one you choose at the start of the game will serve as your faction's leader.
Lords are essentially regular generals, in charge of the armies the Legendary Lords don't lead. They are named characters in their own right, but will not respawn if killed.
Heroes are the more typical type of Hero Unit. They can operate separately from armies and can be sent to scout out territory, boost cities and provinces, assassinate enemy units and prevent enemy heroes from doing the same. They can also be attached to armies, serving as powerful one-model units on the battlefield. They're faction-unique, each faction having a number of types to choose from, usually including a hero suited for assassinations, such as Imperial Witch Hunters, a more melee-oriented hero, such as the Beastmen's Gorebulls, support heroes geared towards buffing other troops and a selection of spellcasters.
Legendary Heroes are unique and very powerful units that also represent specific characters from the lore but, unlike Legendary Lords, cannot lead armies; they're typically summoned using specific in-battle spells or by meeting certain campaign conditions, and will remain attached to your army for a variable amount of time โ the undead champion Krell will only last for the duration of the battle he's summoned in, for instance, while the Green Knight of Bretonnia will appear after a certain amount of chivalrous actions are taken and will remain on the map for a set number of turns and Lord Kroak can be recruited by the Lizardmen through a quest chain and will afterwards remain on the map permanently.
WarCraft originally had most heroes, at least in part II, as simply being a more powerful version of a regular unit, that was usually given a different team color than your regular units. Blizzard continued the concept in StarCraft, with heroes being significantly more powerful than their regular units. (Zeratul, the hero Dark Templar, can do over 100 damage in a single hit.) One character even got its own unique sprite in game. In Warcraft III, heroes really came into their own, with each having distinctive spells and appearances that pretty much took over the gameplay; additionally, unlike StarCraft, they could be built in multiplayer. Many user-created maps were made as essentially Diablo-like RPGs, and ultimately resulted in the birth of the Multiplayer Online Battle Arena genre. Blizzard themselves got into the act with the Bonus Orc Campaign in The Frozen Throne Expansion Pack being effectively this. On top of this, in WarCraft III the importance of Heroes lead Blizzard to ease up penalties for their deathsโunlike other units, Heroes could be reborn at an altar, and if a mission required the hero to stay alive, the Hero wasn't considered dead until the Altar was destroyed and you'd lost any possibility of building more.
Starcraft II brings back the hero units in both forms. The classic heroes are available in the campaign, sometimes possessing different abilities, depending on the mission they're in. The mechanic for RPG-style heroes exists, but they are not implemented in the game itself, and must be created manually in the editor. Like the original StarCraft I, they cannot be used in multiplayer, unless one counts the Protoss Mothership, which a player can only have one of at a time
Ascendancy has a three-dimensional Tech Tree that is simply stunning in its scope and variety. Unlike many games, it is not necessary (or even possible) for a player to acquire all technologies to win โ the tree branches in many wildly different and interesting directions, allowing races to specialize in something strange and unusual yet still have a strategically versatile "power set".
Galactic Civilizations II has a large but fairly simple tech tree; all technologies have a single prerequisite* . A long, time-intensive branch dealing with philosophy and the nature of existence has no mechanical in-game benefits, but researching the final step of this branch triggers the research victory condition: the entire population of the player's race transcends into Energy Beings.
The branch in question consists of five increasingly expensive (in terms of research points) parts, to wit: "Deeper Knowledge," "Galactic Understanding," "Near Omniscience," "Beyond Mortality," and, finally, "Technology Victory." The Torians have a similar branch that does reward +5% research for each step along the way, to make up for their limited tech buildings.
As of the Twilight of the Arnor expansion, there's a whole orchard of tech trees, for each of the different major races, emphasizing their different strengths and weaknesses and going deeper into the history and character of each race.
Civilization, as the name implies, has an absurd Tech Tree that spans all of human history from the stone age to the space age and beyond. One of the final Wonders of Civilization grants instant victory upon completion of mankind's first interstellar spaceship, which leads to:
Sid Meierโs Alpha Centauri also has a really complex tech tree, like most Firaxis games, where the player must research all sorts of future technology until he can reach the Threshold of Transcendence. Once the player finishes the Ascent to Transcendence project, the player's civilization will Ascend to a Higher Plane of Existence.
An interesting twist is the ability to make tech developments random as you progress. You still have to research everything in order but rather than selecting individual nodes to research, the player selects a general direction they want to research in (along the four disciplines the game offers: Conquer, Discover, Build, Explore) and nodes are selected at random between nodes matching the disciplines chosen. It's a way to add significant Replay Value to the game.
Definitely in Civilization 2 (and probably in the original Civilization) the cost of getting new technologies depends on the number of technologies you already have - so getting even one technology that you don't need is extremely expensive. As a result good players had absurd technology trees. Freeciv fixes this problem by making the cost of technology depend only on its position in the tree.
The disowned spinoff Call to Power II gave each technology a fixed amount of research you had to accumulate to research it.
Civilization Revolutions has a much shorter tech tree (48 techs). It is occasionally possible to research a higher technology without all of the prerequisites.
But Civilization 4, the game that Revolutions is most closely related to, has a larger tech tree; Revolutions is in some ways a stripped-down version of Civ 4. (The spaceship win condition includes reaching the planet.)
In Civilization V, in order to research any technology that has multiple prerequisites, all prerequisite techs - not one, not some, but all - must be researched first. On the one hand, it makes for somewhat more realistic tech progression. On the other hand, this makes it impossible to skip over unneeded technologies.
In the short-term one can "beeline" one branch of technology without touching other parts, though a balanced civ will find most techs tempting in one way or another. This results in some odd combinations.
{๐ฎ๐ฎ๐ฎ๐ฎ}{๐ฎ๐ฎ๐ฎ๐ฎ}{๐ฎ๐ฎ๐ฎ๐ฎ}{๐ฎ๐ฎ๐ฎ๐ฎ}
https://www.deviantart.com/search?q.....0pufferfish%20
https://www.furaffinity.net/view/36.....#cid:147923091
https://www.furaffinity.net/view/36984034/
https://d.facdn.net/art/chrisandcom.....ower_serve.jpg
https://www.furaffinity.net/view/36997147/
https://d.facdn.net/art/chrisandcom....._serve_fat.jpg
ยฃ******************************************************************
https://rabbids.fandom.com/wiki/Mar.....Kingdom_Battle
https://www.mariowiki.com/Mario_%2B.....Kingdom_Battle
https://en.m.wikipedia.org/wiki/Mar.....Kingdom_Battle
https://www.furaffinity.net/view/36961750/ Jebbie the Ferret
https://www.deviantart.com/amales/a.....wson-375025737
https://www.furaffinity.net/view/36465818/ Challmun's Cantina
https://www.mariowiki.com/Starbeans....._Cafe_Menu.png
https://www.mariowiki.com/Starbeans.....eanMachine.jpg
******************************************************************
https://destroyallhumansgame.com
http://matbrady.blogspot.com/2010/1.....ll-humans.html
https://www.mobygames.com/game/xbox.....reloaded/promo
http://art-richmorrall.blogspot.com.....ore-stuff.html
https://conker.fandom.com/wiki/Conk.....ieval_Concepts
https://vignette.wikia.nocookie.net.....20151002192015
https://vignette.wikia.nocookie.net.....20151002192230
https://vignette.wikia.nocookie.net.....20151001193019
https://vignette.wikia.nocookie.net.....20151001193352
https://vignette.wikia.nocookie.net.....20151001195936
https://vignette.wikia.nocookie.net.....20151001195817
https://vignette.wikia.nocookie.net.....20151001194232
https://vignette.wikia.nocookie.net.....20151001194201
https://vignette.wikia.nocookie.net.....20161006034010
https://vignette.wikia.nocookie.net.....20161006034105
https://vignette.wikia.nocookie.net.....20161006034137
https://vignette.wikia.nocookie.net.....20161006034213
https://vignette.wikia.nocookie.net.....20161006034252
https://vignette.wikia.nocookie.net.....20161006034330
https://vignette.wikia.nocookie.net.....20161006034407
https://vignette.wikia.nocookie.net.....20161006033602
game/warhammer-doomwheel: https://youtu.be/_0LhdIcKv7o
conker Xbox Live and Co.
Twitlongers
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412163931
https://vignette.wikia.nocookie.net.....20130412163942
https://vignette.wikia.nocookie.net.....20130412163956
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412164051
https://vignette.wikia.nocookie.net.....20130412164103
https://vignette.wikia.nocookie.net.....20130412164114
https://www.dakkadakka.com/gallery/.....20terrain.html
((******))
https://cnc.fandom.com/wiki/VIP_Bunker
https://vignette.wikia.nocookie.net.....20170613102401
https://vignette.wikia.nocookie.net.....20170613102505
https://vignette.wikia.nocookie.net.....20170613102542
https://vignette.wikia.nocookie.net.....20180713022234
https://vignette.wikia.nocookie.net.....20180713022245
https://vignette.wikia.nocookie.net.....20180713022257
https://cnc.gamepedia.com/VIP_Bunker
https://cnc.gamepedia.com/VIP_Bunke.....Allied_VIP.png
https://cnc.gamepedia.com/VIP_Bunke.....Soviet_VIP.png
https://cnc.gamepedia.com/VIP_Bunke.....perial_VIP.png
https://cnc.gamepedia.com/VIP_Bunke.....nker_Icons.png
https://cnc.gamepedia.com/VIP_Bunke.....nker_Icons.png
https://cnc.gamepedia.com/VIP_Bunke.....nker_Icons.png
https://hobbitarmies.fandom.com/wiki/Elves
https://hobbitarmies.fandom.com/wiki/Dwarves
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412163931
https://vignette.wikia.nocookie.net.....20130412163942
https://vignette.wikia.nocookie.net.....20130412163956
https://hobbitarmies.fandom.com/wiki/Muster_Field
https://vignette.wikia.nocookie.net.....20130412164051
https://vignette.wikia.nocookie.net.....20130412164103
https://vignette.wikia.nocookie.net.....20130412164114
https://wow.gamepedia.com/Warcraft:.....6_Humans_units
https://wowwiki.fandom.com/wiki/War.....6_Humans_units
https://wow.gamepedia.com/Warcraft:.....mans_buildings
https://wowwiki.fandom.com/wiki/War.....mans_buildings
https://wowwiki.fandom.com/wiki/Warcraft_II_units
https://wow.gamepedia.com/Warcraft_II_units
https://wow.gamepedia.com/Warcraft_II_buildings
https://wowwiki.fandom.com/wiki/War....._II_structures
https://wow.gamepedia.com/Warcraft_III_units
https://wowwiki.fandom.com/wiki/Warcraft_III_units
https://wow.gamepedia.com/Warcraft_III_structures
https://wowwiki.fandom.com/wiki/Cat....._III_buildings
https://empireearth.fandom.com/wiki/Category:Units
https://empireearth.fandom.com/wiki/Units
https://empireearth.fandom.com/wiki.....gory:Buildings
https://empireearth.fandom.com/wiki/Building
https://ageofempires.fandom.com/wik.....ge_of_Empires)
https://ageofempires.fandom.com/wik.....of_Empires_II)
https://ageofempires.fandom.com/wik.....f_Empires_III)
https://ageofempires.fandom.com/wik....._of_Mythology)
https://ageofempiresonline.fandom.com/wiki/Unit
https://ageofempiresonline.fandom.c.....ki/Unique_Unit
https://ageofempiresonline.fandom.c.....Units_(Celtic)
https://ageofempiresonline.fandom.c.....its_(Egyptian)
https://ageofempiresonline.fandom.c...../Units_(Greek)
https://ageofempiresonline.fandom.c.....nits_(Persian)
https://ageofempiresonline.fandom.c.....s_(Babylonian)
https://ageofempiresonline.fandom.c...../Units_(Norse)
https://ageofempires.fandom.com/wik.....of_Empires_II)
https://ageofempires.fandom.com/wik.....ge_of_Empires)
https://ageofempires.fandom.com/wik.....of_Empires_II)
https://ageofempires.fandom.com/wik.....f_Empires_III)
https://ageofempires.fandom.com/wik....._of_Mythology)
https://ageofempiresonline.fandom.c.....gory:Buildings
https://lotr.fandom.com/wiki/The_Lo.....List_of_units)
https://bfme.fandom.com/wiki/Regular_Units
https://lotr.fandom.com/wiki/The_Lo....._of_buildings)
https://bfme.fandom.com/wiki/Build_plots
https://bfme.fandom.com/wiki/Category:Units
https://bfme.fandom.com/wiki/Category:Structures
https://dow.fandom.com/wiki/Categor.....n_of_War_units
https://dow.fandom.com/wiki/Categor.....f_War_II_units
https://dow.fandom.com/wiki/Categor....._War_III_units
https://bfme.fandom.com/wiki/Heroes
https://bfme.fandom.com/wiki/Category:Heroes
https://dow.fandom.com/wiki/Strategic_Point
https://dow.fandom.com/wiki/Relics
https://dow.fandom.com/wiki/Power
https://dow.fandom.com/wiki/Requisition
https://dow.fandom.com/wiki/Category:Resources
https://cnc.gamepedia.com/Category:Units
https://cnc.gamepedia.com/Category:Units_by_game
https://cnc.gamepedia.com/Category:Units_by_type
https://cnc.gamepedia.com/Epic_unit
https://cnc.fandom.com/wiki/Category:Units
https://cnc.fandom.com/wiki/Category:Buildings
https://cnc.gamepedia.com/Category:Buildings
https://cnc.fandom.com/wiki/Tech_building
https://cnc.fandom.com/wiki/Category:Tech
https://cnc.gamepedia.com/Tech_building
https://cnc.gamepedia.com/Category:Tech_buildings
Herzog Zwei is the Ur-Example of this trope. The game introduced the creation and use of worker units to collect resources.
In Achron, all units of all three factions are able to fight, some of them are just capable of building as well, usually the infantry. Each race collects resources via buildings called resource processors that are completely useless for everything else.
The Age of Empires series: Villagers act as worker units here, using cycling to gather resources (except in III) and direct construction.
In Age of Mythology Greek and Egyptian workers function essentially the same, though only the Greeks are called villagers and only they can pray at temples to gather favor (Egyptians gain favor building monuments). Norse peasants only gather (dwarves are peasants that mine faster) while their basic infantry do most of the building, and the Atlantean citizens don't need to cycle while gathering, in addition to doing it faster, plus can turn into hero units in emergencies to aid in defending against myth units (and gain a gathering bonus). In exchange, they move slower, are three times more expensive and turning them into heroes requires an aditional cost.
Ashes of the Singularity: The PHC Engineer and Substrate Constructor, which construct buildings. In addition, the Substrate has the Harvester, which can harvest resources from unclaimed regions.
Battle Realms puts its own spin on the concept. While Peasants from all four clans use cycling and direct construction, they also form the backbone of the military in the game, as they use military buildings to upgrade themselves.
Battle Zone 1998 and its sequel have Scavengers, which are large utility vehicles which are described as "vacuum cleaners with engines" - the scavengers drive around, suck up bio-metal scrap, then go deposit it at the Recycler (or instantly add it to your scrap pool, in the sequel). Constructors build base structures such as gun towers and power plants. Tugs in both games can be used lift slow, heavy units off the ground and carry them over rough terrain or water very quickly, though they are rarely used outside of the singleplayer campaigns. All of the worker units can only be built at the irreplaceable Recycler, meaning that destroying the enemy Recycler will instantly win the mission.
Blizzard Entertainment:
Starcraft: All workers use the standard cycling method of resource collection, but use different construction methods. Terran SCVs use direct construction, Protoss Probes use summoning, and Zerg Drones use the growing method. The SCV can also repair mechanical units, and the Drone can burrow to protect itself. In Starcraft 2, an additional temporary worker, the M.U.L.E., is available to the Terrans, which harvests resources at a faster rate, can repair mechanical units at the normal rate, but cannot construct buildings.
As of Warcraft 3, each faction has a distinctly different worker unit to harvest resources and build or repair structures:
The Human Peasant is the most "normal" in that it harvests wood or gold by running between the resource and the Town Hall structure, and multiple Peasants can be assigned to build the same structure to put it up faster. Peasants can also be turned into Militia to defend their starting base, fighting as well as a Footman unit. Before a nerf, a popular tactic was to take the five starting Peasants, turn them into Militia, and Zerg Rush a multiplayer opponent.
The Undead Acolyte harvests gold via magic, so it doesn't have to leave a Gold Mine to collect the resource, and constructs buildings by summoning them, so they can "build and run" but not build faster by cooperating with other Acolytes. Acolytes can also Unsummon their structures to refund a fraction of their build cost, and while they're pathetic in combat, they can be sacrificed and converted into an invisible Shade scout unit. Acolytes also cannot harvest lumber, that duty falls to the Scourge's basic melee unit, the Ghoul.
The Orcish Peon is much like the Peasant, though Peons are hidden while building structures, and when an enemy attacks they can enter Burrow buildings and throw spears from them, making them more effective than the Orcs' dedicated defensive structures. With the Pillage ability researched Peons can gain gold by attacking enemy buildings, though if you're attacking with Peons, something has gone very wrong for one or both sides.
The Night Elven Wisp can harvest gold or lumber via magic, without having to ferry a load back to base, and uniquely does not consume a tree it's harvesting wood from. The way they "grow" Night Elf buildings means they can't cooperate to build faster, and a Wisp will be killed if the Ancient it is constructing is destroyed first. Wisps cannot fight in combat, but they can sacrifice themselves with the Detonate ability to drain mana from enemy units and damage summoned enemies - and of course most Night Elf structures are capable of uprooting and defending themselves just fine.
The Goblin Shredder is a mercenary unit that any faction can hire from the Goblin Laboratory. It harvests lumber using the cycling method, but hauls in much larger loads than the standard workers. It's also a reasonable fighter, but using it as one is terribly inefficient due to its cost.
Dawn of War has a different worker unit for every race; all of them only construct and repair structures, resource gathering is handled autonomously by capturing points or building generators. Each one is also slightly different from the others. To wit:
The Space Marine Servitor has no special abilities whatsoever, but is one of the faster moving and more durable (read: least paper-machรฉ-armored) worker units, and can later make use of the Space Marine's Drop Pod ability to quickly redeploy.
The Chaos Heretic can burn its own HP to build faster.
The Eldar Bonesinger can fight (but isn't at all good at it), repairs vehicles and structures twice as fast and for less than a third the cost, can be upgraded to temporarily disable enemy structures it can reach, and most importantly, can teleport long distances, for example, to construct a Webway Gate behind enemy lines...
The Ork Gretchin come in large hordes that cost virtually nothing, have abysmal combat prowess, but move and build fast and can be upgraded to be invisible, even when repairing your tanks mid-battle.
The Imperial Guard Techpriest Enginseer is surprisingly durable and has some combat prowess. They also repair vehicles and structures four times as fast as other worker units, and can man the fairly powerful bunker weapons as well as a full squad of infantry, while costing much less and not taking up unit cap.
The Tau Earth Caste Builder has above-average sight radius and below-average cost. Besides this it has nothing special going for it, really.
The Necron Builder Scarabs are free (but slow to build) and travel in small squads. They are also the only Necron unit able of capturing control points, and their only detector (but also the best detector in the game).
The Dark Eldar Tortured Slave is the frailest of all worker units, but does not have to work on a built structure past starting it (but cannot speed up the construction by using multiple ones). They are also one of only two Dark Eldar units that can harvest souls, needed to fuel their global abilities.
The Sisters of Battle Ecclesiarchal Servitor is pretty much a clone of the Space Marine one, but instead of Drop Podding it has the ability to deal considerable damage to enemy structures if unopposed.
Dawn of War 2 removed workers altogether, with light infantry and tech-based heroes filling in for repair and construction duties, while some other field structures have been relegated to global abilities.
Company of Heroes has engineer units. While they are capable of fighting, they're not especially good at it, with the lowest accuracy in the game. They're much better suited to building and repairing. However, they can get flamethrowers, which greatly increases their firepower.
Imps in both Dungeon Keeper games can mine out rooms, dig for gold, claim land, and retrieve fallen units, but are nigh-useless in combat. They're also unique in that they're Made of Magic by their Keeper and have no other physical needs.
Evil Genius: Construction workers, while serving as only Cannon Fodder in battles, are the only minions capable of building new rooms, and are the staple of any world domination plan.
FarGate has "Utility Pods" for resource collection (asteroid mining) and ship repair. There is also a Tug unit, necessary for moving immobile space stations, pre-fab kits, or disabled ships.
In From the Depths, transports are needed to move cargo between resource extraction zone, deliver repair material to fleets, and pick up salvage. Most of the AI factions have some sort of cargo ship with huge amounts of cargo and negligible defenses, though only the player actually requires them.
Globulation has worker, scout and fighter... uh... creatures. Without workers you cannot collect resources, and thus cannot do anything at all โ even keeping units alive requires a worker collecting raw foodstuff and bringing it to an inn.
GrimGrimoire: Has unique worker units for all four schools of magic. Besides collecting mana and building defense structures, each school's worker unit has an additional ability: Glamour's Elves can heal other units, Necromancy's Ghosts can perform a kamikaze for big damage, Sorcery's Imps can attack, and Alchemy's Blobs can slow enemies down.
In Halo Wars the closest thing to worker units are the UNSC Cyclops (a modified variant of the Mjolnir Mark III Exoskeleton Prototype that is a unique unit to Sergeant Forge in multi-player and skirmish modes.), and the Covenant Engineer (a race of Biological Supercomputers created by the Forerunners that were later enslaved by the Covenant). They are the only units that can repair buildings. Resource gathering can be handled by any infantry unit and certain levels and maps some Garrisonable Structures such as Forerunner Supply Elevators can even produce an infinite amount of resources or supply other benefits.
Homeworld has all construction done in The Mothership and (small craft only) in carriers. Resource collectors are used to mine asteroids. They then bring the resources back to the Mothership, a carrier, or a resource controller for processing. They can also be used to refuel fighters and corvettes (this feature is not present in the remastered version the game). Repair corvettes are used to, well, repair other ships. Cataclysm has the generically-named Worker, which actually combines the functions of a resource collector, a repair corvette, and a salvage corvette. Homeworld 2 has its resource collectors conduct mining and repair operations. The prequel Homeworld: Deserts of Kharak has salvagers, which are the land-based version of the resource collector. Unlike the other games, salvagers only have one function - collecting resources. They also happen to be extremely slow, even slower than your land carrier.
Machines: Wired For War has an entire sub section of 'civilian' units. Dozers (building and repairing stuctures), Transporters (carrying raw materials to be processed), locators (find resources sites)and technicians (researching). More advanced versions need to be researched/stolen and built to climb the tech tree and create new buildings and units.
Netstorm had no less than 7 rather varied worker units for resource collection (construction didn't require units), which your initial choice of temple would limit to 3 or 4 available (counting the always-buildable golems). On some maps, these could pick up spells and also double as the only fully-controllable offensive units (Netstorm was one of the earliest instances of a "tower versus tower" style of gameplay).
Populous: The Beginning: Had the braves who build, collect wood, repair and upgrade buildings, generate mana for your spells, and spawn more braves by breeding. They could also fight, but are usually beaten by every other unit type. Also, while all units can become specialized units, specialized-units can not become braves.
Rise of Nations: Workers are responsible for gathering resources through structures and constructing most, if not all, buildings.
Sins of a Solar Empire: A space-based RTS, it has constructors, refinery ships and trade ships as workers, which construct orbital structures, help generate resources(via refineries) and help generate money(via trade ports) respectively. There are also colony ships, which establish colonies on unclaimed or newly-conquered planets. As of Entrenchment, there are also special worker ships specifically designed to construct Starbases.
Star Trek: Armada has constructor ships for all four sides that build all the structures and mining freighters for, well, mining asteroids. The sequel has the same for all sides but Species 8472, who have active and passive embryos. The former turn into ships, and the latter become biological structures. In addition, the sequel adds freighters for all sides but Species 8472.
Star Wars: Galactic Battlegrounds, being an Age of Empires II reskin, has worker units for all factions who can harvest resources cyclically and build and repair structures. They are droids for all factions barring the Gungans (who use a non-sentient but related species called the Glurrgs), the Wookiees (who do the work themselves), and the Separatists from the Clone Campaigns expansion (who use Geonosians). The game also has Utility Trawlers available to all factions which are capable of fishing further off the coast than regular workers, while the Gungans can also uniquely build some underwater structures with them.
Both sides in Total Annihilation had multiple construction units. There are construction robots, ground vehicles, aircraft, ships and hovercraft. This allows you to use different units to build in different terrains. On top of that, there are advanced versions of construction units that build advanced structures. One significant difference here is that these units do not perform routine resource collection. The construction units build dedicated structures to gather resources. They also have the option to reclaim map objects and wreckage, but this is on a per-object basis.
Spiritual Successor Supreme Commander simplifies that to three increasingly potent and expensive amphibious Engineers per side. The sequel further simplifies that to one per side, with more structures unlocked by research.
The Commander in TA and the ACU in the SC series are interesting variations, being Do Anything Robots. They do the first round of heavy lifting in most missions due to being the sole starting unit.
Warzone 2100 has a 'truck' module that can be fitted to any ground-based chassis, as well as the combat engineer cyborg. Both are used to directly construct and repair buildings, and capture oil wells. Repairing units is done by another class of cyborgs/modules.
Westwood Studios games:
Dune II was the Trope Codifier for this sort of RTS game, which Westwood continued to refine in their Command & Conquer series. A slow, defenseless unit called a Mobile Construction Vehicle can unpack into a Construction Yard, which forms the heart of a base and assembles all the other buildings in it. A Harvester unit collects resources (spice, Tiberium, or ore) for processing into credits at a Refinery building, and in some games additional Silos may need to be built to hold all the stuff until you can spend it.
Command & Conquer: Red Alert 2 added some tweaks for each faction's harvester units. The Allied Ore Collector has to roll out to an ore field as normal, but can teleport back to base for easy collection. The Soviet Ore Collector is reinforced with extra armor and has a machine gun turret to defend against infantry and light vehicles. Yuri's faction, added in the expansion pack, has a Slave Miner, which is a mobile ore processor with mind-controlled slaves using shovels to dig ore.
Command & Conquer: Generals is a departure from the C&C forumla in that Construction Yards are absent, in favor of Blizzard-style worker units. America uses bulldozers to build with, but can quickly collect supplies with Chinook helicopters, which can also serve as infantry transports if needed. China uses bulldozers to build and supply trucks to harvest, nothing spcial there. The poor GLA has a peasant that builds and gathers resources, and is so slow and inefficient that one of the upgrades you can purchase gives the poor guys some shoes!
In Command & Conquer 3: Tiberium Wars and the Kane's Wrath expansion, the basic GDI Harvester is armed with a light machine gun, the ZOCOM faction's variant has a rocket turret, while the Steel Talons' has a bunker on it that can be occupied by an infantry unit; the MARV super unit can also, besides kicking lots of ass, instantly collect and process any Tiberium it drives over. The standard Nod harvester is equipped with an Invisibility Cloak, save for those used by the Black Hand faction, which lacks stealth tech. Scrin harvesters are unarmed but heal in the presence of Tiberium crystals, and the Reaper-17 faction equips its harvesters with Deflector Shields.
In Command & Conquer: Red Alert 3, all factions' harvesters are amphibious due to the game's emphasis on naval combat. The Allied Prospector also doubles as a builder unit, since it can unpack into a Command Hub and allow new buildings to be put up nearby. The Soviet Ore Collector can also deploy a metal shield around it to make it much harder to kill, while the faction also has the Sputnik, a secondary builder unit that can put down an Outpost to allow buildings to be constructed nearby. The Imperial Ore Collector can equip a laser turret for self-defense, but can't harvest while it's active, while all the Empire's buildings are unpacked from Nanocores
Civilization:
Settlers in the first two games provided both of these functions. Sid Meier's Alpha Centauri split their functions between Colony modules and Terraforming modules, and from that point onward, the Civ games would have Settlers for building new cities and Workers for building improvements.
Also in the first two games, Caravans had some extremely narrow resource-transportation uses, though this was not their intended primary function. A Caravan could be sacrificed to establish a continuous transfer of 1 food unit per turn from one city to another, or to add the Caravan's production cost to the construction of a Wonder of the World.
In Civilization V, certain civ-specific unique units had limited building abilities. Roman Legions, for instance, had the ability to construct roads and forts in reference to their real-life prowess in doing exactly that, whereas Samurai could construct fishing ships to tie in with the Japanese unique power that draws culture from them.
In Civilization VI, each Worker has a limited number of "charges" to build improvements or remove natural resources; the Chinese and Aztec have the special ability to spend those charges towards building World Wonders and city districts, respectively. The game also introduces Military Engineers in the Renaissance Era, who can build defensive and offensive improvements, and retains Roman Legions' Fort-building ability.
Certain subsystems in Star Ruler can make a ship a dedicated worker unit, or a Military Mashup Machine. Ramscoops allow ships to generate their own fuel (which can be transferred automatically to nearby ships), ammo generators generate ammo, cargo bays allow ships to trade good between planets, repair lasers allow ships to repair each other, mining lasers allow ships to mine asteroids for ore which can then be further processed on-board via a variety of machining subsystems. Inductors and Inducers allow ships to speed up or slow down other ships, to catapult ships out of orbit very quickly or to slow down a ship low on fuel.
In the X-Universe series, Transport (Small) and Transport (Large) are the basic workers for the player's empire once it's sufficient built-up. TS class ships (both the player's and the NPC traders) ferry wares between factories, are the only way to mine Nividium, and are the generally the best way to pick up salvage after a large battle. TL class ships are the only way to build space stations, though it's possible to hire a NPC TL to construct your stations for you. Both classes of ships can be armed - and with TLs, often decently - so it's possible to turn them into an Instant Militia if needed.
Galactic Civilizations 2: Colony ships establish new colonies (being consumed in the process) and transfer population to pre-existing colonies (re-useable). Trade ships help earn credits by cycling between one of your planets and another race's planet along a fixed trade route, gaining bonuses when passing through the area of effect of an economic starbase. Space miners set up mining facilities in asteroid belts, slightly boosting the closest planets military and social production. Surveyors harvest spacial anomalies and act as scouts. And finally, constructors build or upgrade starbases, but get consumed in the process.
Colonization has few non-naval units that aren't supposed to work in a colony, but Pioneer does outdoor job - builds roads, plows fields and cleans forests.
In Sword of the Stars, colony ships add population and infrastructure to planets, being consumed in the process, in addition to claiming worlds without imperial populations (either because it hasn't been colonized yet or someone nuked the previous occupants). Tankers refuel other ships, refineries refuel and produce new fuel. Mining ships extract resources from uninhabited systems and take them back home. And salvage ships repair damaged ships or reclaim resources from destroyed ones. The expansions introduce freighters that increase income through trade and constructors that build space stations.
Genjuu Ryodan has mana generator units where they gather mana for the player to summon units.
POW Armors and Craft Modules in R-Type Command can both rearm and refuel ships, and the Craft Module can repair other ships, clear mines, mine Solonium from asteroids, and claim Hangars.
Prismata has drones, which produce gold. There are also special types of drones that have a random chance of appearing in a given match
Advanced Strategic Command: Has a lot of these, depending on the unit set, of course. Different transports are required for ammo, fueland construction materials that all runs out rather quickly. Field repair vehicles, to fix units without hauling them all the way to the factory. Generators to keep your mines and factories running when you don't have enough powerplants connected to them. Bulldozers to construct pipelines, bridges or runways for planes. Builder vehicles to create buildings and turret foundations. Resource prospectors to know where to build a mine or oil platform. Icebreakers. Almost anything requires a proper Worker Unit and some spent resources.
This doesn't really affect gameplay at all, but the Iron Legion's Rifle Grunts in Battalion Wars spend their every waking off-duty hour happily digging in the Nerocite mines.
In the main Nintendo Wars series, your infantry generally fill the closest thing to a worker role by capturing cities and factories.
Battle Isle, the first installment had the SC-P Merlin Pioneer unit which could build a depot on any suitable location, which could later be used to repair your units. The second installment greatly expanded on this with including ammunition/fuel transports, road construction vehicles and trains capable of repairing units. Strangely collecting raw resources was generally not a significant part of the game-play, and the resource ("Aldinium"), could be transported with any regular transport capable of transporting units.
((*****************))
https://www.deviantart.com/roen911/.....Quad-828045890
https://www.deviantart.com/roen911/.....odel-829048918
https://www.deviantart.com/sandu61/.....tank-822951986
https://www.deviantart.com/sandu61/.....-gun-822701287
(***********************************)
Thank you for the opportunity, Iโd appreciate seeing my OC, Fuzzle the Sabreweasel dressed as May from Pokรฉmon, stuffed with beachballs (May's orange outfit, an image of her wearing that is in my Scraps section of my Gallery) and in the middle of two Pokรฉmon tents, she also has four Santa Sacks behind her filled with big beachballs
https://www.furaffinity.net/view/25219029/
https://www.deviantart.com/daxx-lor.....nces-711507424
https://www.deviantart.com/daxx-lor.....ence-733874743
https://vignette.wikia.nocookie.net/pokemon/images/e/e1/Pokรฉmon_Camp_Gameplay.jpg/revision/latest?cb=20190904225801
https://www.nintendoenthusiast.com/.....t-color-guide/
Normal tent colour
https://oddworld.fandom.com/wiki/Ca.....gory:Cutscenes
https://oddworld.fandom.com/wiki/Ca.....ysee_cutscenes
https://oddworld.fandom.com/wiki/Ca.....ddus_Cutscenes
https://oddworld.fandom.com/wiki/Ca.....ysee_Cutscenes
https://oddworld.fandom.com/wiki/Ca.....rath_Cutscenes
https://en.m.wikipedia.org/wiki/Pilotwings
https://en.m.wikipedia.org/wiki/Pil.....s_(video_game)
https://en.m.wikipedia.org/wiki/Pilotwings_64
https://en.m.wikipedia.org/wiki/Pilotwings_Resort
https://nintendo.fandom.com/wiki/Pilotwings
https://nintendo.fandom.com/wiki/Pilotwings_64
https://nintendo.fandom.com/wiki/Pilotwings_Resort
https://nintendo.fandom.com/wiki/Ca.....lotwings_games
https://tvtropes.org/pmwiki/pmwiki......ame/Pilotwings
https://www.mariowiki.com/Pilotwings
https://www.ssbwiki.com/Pilotwings
https://www.ssbwiki.com/Pilotwings_(universe)
https://www.ssbwiki.com/Rocket_Belt
https://www.ssbwiki.com/Metroid_(universe)
https://apeescape.fandom.com/wiki/Cookies
https://vignette.wikia.nocookie.net.....20130129210124
https://vignette.wikia.nocookie.net.....20130517081418
https://vignette.wikia.nocookie.net.....20130517081542
https://vignette.wikia.nocookie.net.....20130209091700
https://apeescape.fandom.com/wiki/Specter_Coins
https://vignette.wikia.nocookie.net.....20130623185701
https://apeescape.fandom.com/wiki/Chips
[^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^]
https://vignette.wikia.nocookie.net.....20180807165658
https://vignette.wikia.nocookie.net.....20130208204112
https://vignette.wikia.nocookie.net.....20180909004543
https://vignette.wikia.nocookie.net.....20180909003744
https://vignette.wikia.nocookie.net.....20190626061218
https://vignette.wikia.nocookie.net.....20190626061129
[^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^]
https://gearsofwar.fandom.com/wiki/Multi-Turret
https://vignette.wikia.nocookie.net.....20130126151718
https://www.deviantart.com/decadeof.....rret-267910743
https://www.artstation.com/artwork/.....3-multi-turret
https://www.furaffinity.net/view/36207807/ Oddworld Weapons
https://www.furaffinity.net/view/36848178/ Oddworld Weapons
https://en.m.wikipedia.org/wiki/Tower_viewer
https://en.m.wikipedia.org/wiki/Tow....._Hope_(01).jpg
https://en.m.wikipedia.org/wiki/Tow.....Binoculars.jpg
https://en.m.wikipedia.org/wiki/Tranquillizer_gun
https://en.m.wikipedia.org/wiki/Tra.....liser_dart.jpg
https://en.m.wikipedia.org/wiki/Jet_injector
https://en.m.wikipedia.org/wiki/Jet.....jector_gun.jpg
https://en.m.wikipedia.org/wiki/Ammunition_box
https://en.m.wikipedia.org/wiki/Amm.....nition_box.jpg
https://en.m.wikipedia.org/wiki/Amm.....nition_box.jpg
https://oddworldlibrary.net/archive.....6/category/109 Tourist Binoculars
https://oddworldlibrary.net/archives/togg/action.php?id=7216&part=e&download Tourist Binoculars
https://gamecrate.com/file/oddworld.....-2019-sneakjpg
https://wow.gamepedia.com/Warcraft_.....d_Halberds.jpg
https://www.furaffinity.net/view/36207503/ Oddworld weapon rack
https://vignette.wikia.nocookie.net.....20200609194403
https://vignette.wikia.nocookie.net.....20200609194540
https://vignette.wikia.nocookie.net.....20200609195150
https://vignette.wikia.nocookie.net.....20200609195213
https://vignette.wikia.nocookie.net.....20200609195336
https://vignette.wikia.nocookie.net.....20200609201138
https://vignette.wikia.nocookie.net.....20200609201338
https://apeescape.fandom.com/wiki/A.....s_(Ape_Escape)
https://vignette.wikia.nocookie.net.....20130129201111
https://apeescape.fandom.com/wiki/Gadgets
https://animalcrossingworld.com/gui...../new-horizons/
https://nookipedia.com/wiki/Categor....._Horizons_bags
https://nookipedia.com/wiki/Catalog
https://animalcrossing.fandom.com/w.....eous_Furniture
https://animalcrossing.fandom.com/wiki/Sculpture
https://animalcrossing.fandom.com/wiki/Stereo
https://animalcrossing.fandom.com/wiki/TV
https://animalcrossing.fandom.com/wiki/Flooring
https://animalcrossing.fandom.com/w.....gory:Furniture
https://animalcrossing.fandom.com/wiki/House
https://animalcrossing.fandom.com/w.....gory:Buildings
https://animalcrossing.fandom.com/wiki/Tool
https://animalcrossing.fandom.com/w.....i/Flimsy_tools
https://animalcrossing.fandom.com/w.....tty-Good_Tools
https://animalcrossing.fandom.com/w...../Category:Tool
https://nookipedia.com/wiki/Category:Furniture
https://nookipedia.com/wiki/Categor.....s_of_furniture
https://nookipedia.com/wiki/Categor.....ure_Categories
https://nookipedia.com/wiki/TV
https://nookipedia.com/wiki/Stereo
https://nookipedia.com/wiki/Flooring
https://nookipedia.com/wiki/House_(player)
https://nookipedia.com/wiki/Category:Buildings
https://nookipedia.com/wiki/Tool
https://nookipedia.com/wiki/Item:To.....(New_Horizons)
https://nookipedia.com/wiki/Item:To.....(New_Horizons)
https://nookipedia.com/wiki/Item:To.....(New_Horizons)
https://bfme.fandom.com/wiki/Gondor_Citadel
https://bfme.fandom.com/wiki/Rohan_Citadel
https://bfme.fandom.com/wiki/Mordor_Citadel
https://bfme.fandom.com/wiki/Isengard_Fortress
https://bfme.fandom.com/wiki/Category:Fortresses
https://bfme.fandom.com/wiki/Catego.....tress_upgrades
https://bfme.fandom.com/wiki/Catego.....ess_expansions
https://bfme.fandom.com/wiki/Heroic_Statue
https://bfme.fandom.com/wiki/Hearth
https://bfme.fandom.com/wiki/Well
The Age of Empires series:
Age of Empires and its sequel have these only in the built-in campaigns (in which, as these campaigns follow the careers of famous Historical Domain Characters, their survival is a victory condition) or through the Level Editor; one Action Bomb hero is available through cheats. The Expansion Pack for Age of Empires II causes heroes to regenerate, and allows one to create custom heroes through the editor by changing a normal unit or hero's name, Hit Points, or attack points. The death of any unit or building can cause a Game Over if the triggers are set right.
Age of Mythology uses these as an extension of the Tactical RockโPaperโScissors along with Myth units (beasts taken from the different mythologies used in the game) and ordinary human soldiers. Heroes beat Myth units, Myth units beat normal units, normal units beat heroes (if only due to superior numbers, as the heroes can take them one-on-one easily enough). The main campaign has several unique heroes as main characters, more powerful than normal heroes and effectively immortal (they can be killed, but friendly units can revive them). The expansion pack race, the Atlanteans, had an interesting twist on this โ most infantry troops could become a Hero Unit for additional cost and population slots, which would increase their stats and make them effective against myth units. Although it's entirely possible to reach your population cap with infantry units and then convert them all to heroes.
Age of Empires III has hero units in the campaign, and the Explorer (and potentially his dog) serving the same purpose in random maps; they are near-immortal, as the unique heroes in Age of Mythology.
One mission in Aztec Wars gives you a badass Arab as a Hero Unit you must escort to a safe place. In practice, the best way is to leave him tucked away in a corner, conquer the entire map, and then get him to his goal.
Both Battalion Wars games put the player in full control of a unit. But rather than a special unit, the player takes control of any unit in his/her battalion, and can change to a different one at will. Whichever unit you are controlling is less subject to Artificial Stupidity and, it seems from witnessing a bug in action, also gets offense and defense power boosts.
Battle Realms has five per side, called Zen Masters. The Zen Masters always come with pre-equipped battlegear and most of them have unique abilities, but fill the battlefield role of an equivalent regular unit in that faction.
In Brรผtal Legend, the player controls the Hero Units, who aside from fighting enemies (though they are easily overwhelmed by groups) are also responsible for giving orders and collecting resources. Each Hero has unique guitar solos that all do different things. Eddie Riggs commands Ironheade, Doviculus commands the Tainted Coil and Drowned Ophelia commands the Drowning Doom.
Command & Conquer:
Tanya from Command & Conquer: Red Alert Series, a frequent case of one who needed to stay alive. 2 introduced equivalents for the Soviet side (Yuri in the base game, Boris in Yuri's Revenge when Yuri bolted and became his own side), while 3 gave Natasha for the Soviets and Yuriko for the Empire.
The Commando from Command & Conquer: Tiberian Series, too. The only difference is that the Commando didn't have a name (not counting Havoc or Lt. Fullerton). Of course, you could build Tanyas in multiplayer just like you could build Commandos.
Command & Conquer: Generals has an American commando (Col. Burton), a Qurac sniper mercenary (Jarmen Kell) and a high-level hacker (Black Lotus) as the hero unit of each faction.
In Company of Heroes, the British units don't gain Veterancy, but they can train Lieutenants, who follow squads around and emits a passive Status Buff to all surrounding infantry, which grows more powerful as the infantry score kills and gain experience for the Lieutenant. The Lieutenant himself is armed with a Sten, so while he can bolster the close range firepower of a squad, he shouldn't be relied upon to engage and defeat enemy troops directly and he definitely shouldn't be needlessly exposed to enemy fire. The Captain is a tier-2 unit who functions like the Lieutenant but grants an even larger boost to all units in an entire sector as opposed to just squads, but he's only armed with a revolver and hence even less capable in combat โ it's generally a good idea to keep a Bren Carrier handy to ferry him quickly around the map. The last British hero is the Cromwell Command Tank, which imparts similar bonuses as the Lieutenant but for tanks and vehicles.
In the Ardennes Assault and Western Front Armies expansions for the sequel, the American forces function similarly, with a Lieutenant, Captain, and Major as trainable units. Each is required to unlock certain portions of the tech tree, and at least one of the lower ranked officers is required to unlock the Major. Like the British units above, each has certain special abilities befitting their respective ranks, and each confers status buffs on nearby units (or production buildings in the case of the Maajor). Unlike the British units, each American officer spawns with a squad, which can be upgraded with weapons in the same way as other infantry units. Additionally, while the Major's squad is only 3 men with an initial loadout of two carbines and a pistol, the Lieutenant and Captain spawn with full strength five man squads, at least one member of which is automatically equipped with a special weapon โ a BAR and a Bazooka, respectively.
Dawn of War usually has two Hero Units per side, with one being the main character of each campaign. They could destroy entire squads singlehandedly, but were balanced by the fact that most "walker" units (Dreadnoughts, Wraithlords, etc...) can chew them up and spit them out with no problems. Dawn of War II gave each army 3 Hero Units each.
The Space Marines have Force Commanders and Librarians, along with Apothecaries and Techmarines in the sequel.
The Orks have Warbosses and Big Meks (replaced by Mekboys in the sequel), with Kommando Nobs added in the sequel.
Chaos has Chaos Lords/Daemon Princes and Chaos Sorcerers, with Plague Marines added in the sequel.
The Eldar have Farseers and the Seer Council, with Warlocks and Warp Spider Exarchs added in the sequel.
The Imperial Guard has the Command Squad. The sequel replaces them with Lord Generals, Commissar Lords and Inquisitors.
The Tau have Commanders and Ethereals.
The Necrons have Necron Lords and Destroyer Lords.
The Sisters of Battle get the Cannoness and Confessor.
The Dark Eldar have the Archon and Haemonculus.
Divinity: Dragon Commander: The Player Character themselves. When commanding a battle personally, you can switch from Non-Entity General to a jetpack-enhanced dragon and lay waste to your foes personally.
End of Nations have buyable hero units to complement your company on battles, and have special abilities.
Final Fantasy XII: Revenant Wings has you build your forces around them. If they all die, you lose, but the same is true for your opponents.
Halo:
In the first Halo Wars, the Covenant have their leaders (namely the Arbiter, the Prophet of Regret, and the Brute Army Commander), who can be quite important to have out on the field for their battle prowess, as their other units tend to be on the "subversive" side of the Faction Calculus scale. You can also only use your faction superpower by controlling them directly. On the other hand, the UNSC have Spartans; while not as singularly powerful as the Covenant's leader units, they are still quite badass in their own right and can hijack enemy vehicles or commandeer friendly vehicles for a power boost. The limit on how many of these units you can have still goes for both sides, thoughnote ; namely, one leader for the Covenant and three Spartans for the UNSC. In the campaign, Sgt. Forge and SPARTAN-II Red Team function as a quartet of Hero Units; if one of them goes down, there is even text reading "You have a downed hero."
In Halo Wars 2, some of the leaders on both the UNSC and Banished sides can directly appear on the battlefield as incredibly powerful units with various special abilities. The UNSC has Sergeant Forge, Jerome-092, Sergeant Johnson, and Morgan Kinsano, while the Banished has Decimus, Ripa' Moramee, Pavium, and Voridus. Additionally, some leaders can train subordinate hero units of their own; on the UNSC side, Captain Cutter, Isabel and Anders can train one Spartan each, Jerome can train three other Spartans, and Serina can build a Bison APC, while on the Banished side, Atriox can train an Atriox's Chosen, Let 'Volir can train one Sangheili Honor Guardsman, Colony can train a Mgalekgolo Captain, and Yapyap THE DESTROYER can train up to three Goblinsnote . Additionally, there's Sunray 1-1, a squad-based hero unit available only in the Operation: SPEARBREAKER DLC campaign (though they were temporarily usable in multiplayer during the Yappening event, where they replaced Cutter's Spartan unit).
Herzog Zwei was one of the first games to use hero units, which actually integrated them into the interface, using them to move and direct the other units around the battlefield.
There are three such hero units in the Homeworld series, all in Homeworld 2: Captain Soban's super-frigate, the Dreadnaught, and Sajuuk. All feature greater firepower and sometimes greater HP than other vessels in the same 'class'. Soban's frigate has a substantially greater firepower than a regular frigate, the Dreadnaught is rather more powerful than the Battlecruiser, the most powerful ordinary vessel, and the third... well, calling it a god is about right.
The Command Ship in Cataclysm might also count as well.
Ogre Battle is full of units with unique sprites and unique stats who are members of a standard class. The Opinion Leader and Magnus Gallant in OB64 have unique attacks.
There is one in Patapon 2, named "Hero" by default. He wears a mask, can change his class and activate special attacks of the class and connect with Hero Units of other worlds via the Paraget. If he dies, he's resurrected within a short while.
Each player in Rescue Raiders requisitions automated ground units while directly piloting the only airborne unit, a helicopter. Multiplayer games permit up to two players/helicopters per side.
Interestingly, Rise of Legends used three heroes per side, unlike its predecessor. Oddly, air heroes cost more and are Always Female.
Sins of a Solar Empire has Capital ships act as Hero Units, with RPG Elements like the ability to level up, gaining new abilities, auras, strikecraft squads, etc. and upgraded stats. Additionally, the player has to train new crews specifically to build more capital ships.
Sacrifice has the wizards, who cast the spells, build the armies, order their creatures around, and function as the player's controllable avatar: Everything on the battlefield is seen from your wizard's point of view. Defeating a side's wizard for good by desecrating his respawn altar wins the games. Their spell and unit list depends on which gods they follow, and in addition each wizard has some minute differences in movement speed, health, and physical/magical damage resistance. Sacrifice also has unique Hero Unit versions of certain units, representing some particularly important non-wizard servants of the various gods. Some of them appear only on certain levels and have a <Hero> Must Survive clause, others join your cause permanently (as long as you keep supporting their patron god) and are expendable (but will not be accessible in subsequent missions if they die).
Star Wars:
Used in Empire at War and its expansion. All heroes are larger, though in some cases they're still at their canon scale, and most of them are unique units. The only ones that aren't are Red/Rogue Squadrons (X-Wings, but larger), Luke's X-Wing (again, just larger, though in this case it's the size of a freakin' transport), Accuser and Admonitor (larger Imperial-II Star Destroyers), and Merciless (a Zann Consortium flagship). The Admonitor is coloured blue (except when it dies), though, and the Merciless has unique engine exhaust colour and hull paint.
Star Wars: Galactic Battlegrounds has hero units in the campaigns and Terminate the Commander games. Hero units tend to be extremely powerful, although as soon as they die, you're screwed (except in Terminate matches, where the hero isn't even capable of attacking, and has to hide in a fortress in order to survive).
Total Annihilation had its Commanders as the linchpin of the gameplay, with them as the standard builder unit in the game. Losing the Commander often meant losing the game. If not automatically, then because of the fact that a good chunk of your base or army is usually destroyed when a killed Commander goes up in a massive explosion.
Supreme Commander takes this a step further, allowing for customization of the ACU and support ACUs. They still go up like nukes, though.
In the Total War series, generals are deployed with the rest of your army. On the field, the General's Bodyguard is usually a large group of heavy cavalry (e.g., knights or lancers, although some of the later-set games give them revolvers as well). Sometimes, especially in the early game, they're the only heavy cavalry around, and a well-timed charge by the general can make or break a battle. On the other hand, if the general dies, every unit in the army loses some of its morale and the army loses the passive benefits of their traits. Unled armies are also disadvantaged in other ways; depending on the game, armies without a general might not be able to replenish their numbers, hire mercenaries, purchase new units from nearby cities, or call in naval fire support.
Total War: Warhammer expands on this concept, having four distinct types of Hero Units.
Legendary Lords represent individual characters of importance in Warhammer lore, such as Emperor Karl Franz, Warboss Grimgor Ironhide, Archaon the Everchosen or Orion the King in the Woods, each faction starting out with two and more being available through DLC. They act as generals for armies and are very powerful units in their own right, being quite able to fight several normal units at once. Even if they die, they can be recruited again in a few turns, and will not "die" permanently as long as their faction exists. The one you choose at the start of the game will serve as your faction's leader.
Lords are essentially regular generals, in charge of the armies the Legendary Lords don't lead. They are named characters in their own right, but will not respawn if killed.
Heroes are the more typical type of Hero Unit. They can operate separately from armies and can be sent to scout out territory, boost cities and provinces, assassinate enemy units and prevent enemy heroes from doing the same. They can also be attached to armies, serving as powerful one-model units on the battlefield. They're faction-unique, each faction having a number of types to choose from, usually including a hero suited for assassinations, such as Imperial Witch Hunters, a more melee-oriented hero, such as the Beastmen's Gorebulls, support heroes geared towards buffing other troops and a selection of spellcasters.
Legendary Heroes are unique and very powerful units that also represent specific characters from the lore but, unlike Legendary Lords, cannot lead armies; they're typically summoned using specific in-battle spells or by meeting certain campaign conditions, and will remain attached to your army for a variable amount of time โ the undead champion Krell will only last for the duration of the battle he's summoned in, for instance, while the Green Knight of Bretonnia will appear after a certain amount of chivalrous actions are taken and will remain on the map for a set number of turns and Lord Kroak can be recruited by the Lizardmen through a quest chain and will afterwards remain on the map permanently.
WarCraft originally had most heroes, at least in part II, as simply being a more powerful version of a regular unit, that was usually given a different team color than your regular units. Blizzard continued the concept in StarCraft, with heroes being significantly more powerful than their regular units. (Zeratul, the hero Dark Templar, can do over 100 damage in a single hit.) One character even got its own unique sprite in game. In Warcraft III, heroes really came into their own, with each having distinctive spells and appearances that pretty much took over the gameplay; additionally, unlike StarCraft, they could be built in multiplayer. Many user-created maps were made as essentially Diablo-like RPGs, and ultimately resulted in the birth of the Multiplayer Online Battle Arena genre. Blizzard themselves got into the act with the Bonus Orc Campaign in The Frozen Throne Expansion Pack being effectively this. On top of this, in WarCraft III the importance of Heroes lead Blizzard to ease up penalties for their deathsโunlike other units, Heroes could be reborn at an altar, and if a mission required the hero to stay alive, the Hero wasn't considered dead until the Altar was destroyed and you'd lost any possibility of building more.
Starcraft II brings back the hero units in both forms. The classic heroes are available in the campaign, sometimes possessing different abilities, depending on the mission they're in. The mechanic for RPG-style heroes exists, but they are not implemented in the game itself, and must be created manually in the editor. Like the original StarCraft I, they cannot be used in multiplayer, unless one counts the Protoss Mothership, which a player can only have one of at a time
Ascendancy has a three-dimensional Tech Tree that is simply stunning in its scope and variety. Unlike many games, it is not necessary (or even possible) for a player to acquire all technologies to win โ the tree branches in many wildly different and interesting directions, allowing races to specialize in something strange and unusual yet still have a strategically versatile "power set".
Galactic Civilizations II has a large but fairly simple tech tree; all technologies have a single prerequisite* . A long, time-intensive branch dealing with philosophy and the nature of existence has no mechanical in-game benefits, but researching the final step of this branch triggers the research victory condition: the entire population of the player's race transcends into Energy Beings.
The branch in question consists of five increasingly expensive (in terms of research points) parts, to wit: "Deeper Knowledge," "Galactic Understanding," "Near Omniscience," "Beyond Mortality," and, finally, "Technology Victory." The Torians have a similar branch that does reward +5% research for each step along the way, to make up for their limited tech buildings.
As of the Twilight of the Arnor expansion, there's a whole orchard of tech trees, for each of the different major races, emphasizing their different strengths and weaknesses and going deeper into the history and character of each race.
Civilization, as the name implies, has an absurd Tech Tree that spans all of human history from the stone age to the space age and beyond. One of the final Wonders of Civilization grants instant victory upon completion of mankind's first interstellar spaceship, which leads to:
Sid Meierโs Alpha Centauri also has a really complex tech tree, like most Firaxis games, where the player must research all sorts of future technology until he can reach the Threshold of Transcendence. Once the player finishes the Ascent to Transcendence project, the player's civilization will Ascend to a Higher Plane of Existence.
An interesting twist is the ability to make tech developments random as you progress. You still have to research everything in order but rather than selecting individual nodes to research, the player selects a general direction they want to research in (along the four disciplines the game offers: Conquer, Discover, Build, Explore) and nodes are selected at random between nodes matching the disciplines chosen. It's a way to add significant Replay Value to the game.
Definitely in Civilization 2 (and probably in the original Civilization) the cost of getting new technologies depends on the number of technologies you already have - so getting even one technology that you don't need is extremely expensive. As a result good players had absurd technology trees. Freeciv fixes this problem by making the cost of technology depend only on its position in the tree.
The disowned spinoff Call to Power II gave each technology a fixed amount of research you had to accumulate to research it.
Civilization Revolutions has a much shorter tech tree (48 techs). It is occasionally possible to research a higher technology without all of the prerequisites.
But Civilization 4, the game that Revolutions is most closely related to, has a larger tech tree; Revolutions is in some ways a stripped-down version of Civ 4. (The spaceship win condition includes reaching the planet.)
In Civilization V, in order to research any technology that has multiple prerequisites, all prerequisite techs - not one, not some, but all - must be researched first. On the one hand, it makes for somewhat more realistic tech progression. On the other hand, this makes it impossible to skip over unneeded technologies.
In the short-term one can "beeline" one branch of technology without touching other parts, though a balanced civ will find most techs tempting in one way or another. This results in some odd combinations.
Category All / All
Species Unspecified / Any
Size 1280 x 956px
File Size 218.9 kB
FA+

Comments