

Taken to its logical extreme, it would seem that between the scenarios in the campaign all the soldiers forget what they have learned since the beginning of the campaign, and also throw away the fancy gear they have acquired. That is, he begins as standard (excepting other upgrades), becomes more experienced once the relevant upgrades become available and is purchased, loses his experience for the next scenario, repurchases it and so on. Two of these upgrades supposedly makes the main hero (one particular character featuring in all the scenarios, which take place over a few weeks at most) more experienced and therefore tougher. In the single-player campaign in Dawn of War, upgrades must be purchased and re-purchased for each scenario.Compare the Bag of Spilling, where action games take away your equipment between installments or even between levels.

See also You Have Researched Breathing, when you realistically shouldn't have to research the skill in the first place. This is particularly easy to abuse if the player can stall by leaving the enemy crippled but still alive, take their time researching everything, and then finish off the enemy, which is equally unrealistic. Allowing upgrades to persist across a campaign lets the player rush up the tech tree in an early campaign, and then steamroller later missions with superior tech. In many ways, this is an Obvious Rule Patch. Including forces that are far from your base, or even under attack. When you finish acquiring these upgrades, some games magically deploy them for free, instantaneously, across all of your forces. While it might best be explained as an abstraction of requisitioning components for something, retooling for its production and outfitting one's forces with it, such upgrades are often presented as "doing research", so the player is apparently being forced to "reinvent" the upgrades many times over. When scenarios are strung together in a campaign, such upgrades must usually be purchased anew for each scenario, even when it is stated that the player controls the same force in each scenario and they are closely linked chronologically. Real-Time Strategy games often have a mechanism in place for upgrading forces by exchanging resources for various boosts to the abilities of existing units or access to new ones.
