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Starting Units
- 17 statements
- 2 feature instances
- 20 referencing feature instances
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In real-time and turn-based strategy games where the player constructs units for use on the battlefield, it is often the case that you will have some units available at the beginning of the game that you cannot train more of, at least not until you have teched up. This is fair enough when you control nothing but a single base, given that they presumably were sent from elsewhere. When you control a entire faction from the start and you have units that you cannot actually build yet, it raises the question of how your faction got hold of them in the first place. Sometimes an inversion occurs: you are told that your faction or a particular region is famous for such-and-such unit and will get some kind of bonus to their construction, even if no such unit exists anywhere at the beginning of play. Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })Possibly justified or handwaved if it is either a unit that is designed to be self-sufficient, Lost Technology or your in-game forces are simply cut off from reinforcements. Compare Starter Mon, which is the equivalent for Pokémon and other similar RPGs. |
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Age of Empires: The Town Centre is the only building able to construct peasants, and you can't build another one until you reach the bronze age. In Age of Empires II you start the game with a single scout cavalry, and you cannot build another until you advance an age. | |
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Age of Mythology: The starting units vary depending on your civ; Greeks have the same as in Empires (except the scout can't be replaced), Egyptians start with a priest (and their Paraoh soon after) and the Norse start with an ox cart, some gatherers (dwarves if you choose Thor) and an ulfsark (light infantry scout who also serves as a builder and repairman). | |
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