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Classic Games

Total Annihilation

Scale warfare

Total Annihilation introduced true 3D terrain, streaming economy, and unprecedented unit counts, pushing RTS toward grand-scale conflict that StarCraft deliberately avoided.

pc strategyrtssci-fi 1997

Overview

Bigger is better. While StarCraft refined micro-management, Total Annihilation pursued scale. Cavedog Entertainment delivered true 3D terrain affecting combat, a streaming economy replacing stockpiles, and battles involving hundreds of units simultaneously. The ARM versus CORE conflict—two factions of uploaded human consciousness fighting across galaxies—provided backdrop for wars of attrition no previous RTS attempted.

Fast facts

  • Developer: Cavedog Entertainment.
  • Designer: Chris Taylor.
  • Year: 1997.
  • Innovation: 3D terrain, scale.

Technical innovations

FeatureImpact
3D terrainHeight advantage
Physics projectilesTrajectory calculation
Streaming economyContinuous flow
Unit cap500 simultaneous

Economy model

ResourceGeneration
MetalExtractors, reclamation
EnergySolar, wind, fusion
FlowContinuous income/expense
StorageBuffer capacity

Faction design

SideAesthetic
ARMCloned soldiers
COREUploaded minds
ConflictIdeological war
UnitsFunctionally similar

Unit scale

CategoryExamples
CommandersBuilder/combat hybrid
KbotsBipedal units
VehiclesTanks, artillery
AircraftBombers, fighters
ShipsNaval warfare
ExperimentalsSuperweapons

Legacy

SuccessorDeveloper
Supreme CommanderGas Powered Games
Planetary AnnihilationUber Entertainment
Beyond All ReasonCommunity project

See also