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* GimmickLevel: Settling the Arctic and the Moon in ''2205'' imposes some unique building restrictions on the player that have little precedence in previous games[[note]]''1404'' had something similar for building farms on oriental islands, but that was on a much smaller scale[[/note]]. Arctic residences require heat as an additional resource, something that is supplied by production facilities in a limited radius around them, which radically changes the way you can set up your settlements. Lunar construction can only be done under the cover of DeflectorShields, but these have large diameters and therefore, ironically, give you much more leeway than the Arctic does. Both examples fall short of qualifying as an UnexpectedGameplayChange because the general rules for setting up a viable sector economy remain the same regardless.

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* DeflectorShields: Crisis intervention missions in ''2205'' give you access to a range of support abilities for your ships, one of which utilizes ehergy shielding to make your fleet temporarily invulnerable. A fairly easy-to-acquire upgrade available through the Orbit DLC cuts the [[{{Mana}} fuel cost]] of this ability in half, enabling you to NoSell almost any damage coming your way.

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* DeflectorShields: DeflectorShields:
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Crisis intervention missions in ''2205'' give you access to a range of support abilities for your ships, one of which utilizes ehergy shielding to make your fleet temporarily invulnerable. A fairly easy-to-acquire upgrade available through the Orbit DLC cuts the [[{{Mana}} fuel cost]] of this ability in half, enabling you to NoSell almost any damage coming your way.way.
** Also in ''2205'', settling the Moon is only possible under the cover of shield domes that protect your buildings from the frequent meteorite impacts pummeling Luna's surface. The masts that project these shields have a small footprint while their domes cover a large area, so it's mostly an atmospheric condition for added flair that has little to no actual impact on gameplay.
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* AwesomeMcCoolName: He may be his game's BigBad, but "Virgil Drake" is a pretty badass name regardless.


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* BaldOfEvil: Virgil Drake, BigBad of ''2205'', comes with a shiny plate as part of his ObviouslyEvil deluxe package.


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** The Support Fleet ability in ''2205'' summons a small fleet of allied Seal-type submarines that look exactly like the dual-mode player ship/submarine from ''2070''.


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* DeflectorShields: Crisis intervention missions in ''2205'' give you access to a range of support abilities for your ships, one of which utilizes ehergy shielding to make your fleet temporarily invulnerable. A fairly easy-to-acquire upgrade available through the Orbit DLC cuts the [[{{Mana}} fuel cost]] of this ability in half, enabling you to NoSell almost any damage coming your way.

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* SpaceElevator: One of the tasks in ''Anno 2205'' is to build such a device in order to connect remote locations.

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* SpaceElevator: One of the tasks in ''Anno 2205'' is to build such a device in order to connect remote locations.facilitate transportation of goods between your earthbound sectors and the Moon. Each sector must be equipped with a separate one if you plan on making full use of their capabilities.


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** The [[BigBad Orbital Watch]] from ''2205'' often comes across like this. The only motivation they divulge about why they're so hellbent on destroying you is that they claim the Moon belongs to the First Wave (AKA themselves), and that the Second Wave (AKA you) has no business being there. They never care to mention what exactly their beef is with you or Earth in general, though, but then the Orbital Watch as a whole is a trash-talking PlotHole to begin with, so it's kind of fitting (in a weird way) that their cause remains just as unclear as everything else about them.
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* SequelDifficultyDrop: ''2205'' is significantly more forgiving than any other title that came before. Even the most advanced production chains are easy to set up and balance, naval combat only happens on separate maps that don't affect your territory at all[[note]]the Frontiers DLC introduced the option to have hostile fleets invade your sectors from time to time, but that can be turned off entirely if you don't want it[[/note]], natural resources are infinite, citizens never riot, natural disasters don't exist[[note]]in the base game at least[[/note]], and there's no meaningful competition with AI players whatsoever. It's just you, your exceedingly well-behaved settlers, and vast stretches of beautiful nature just waiting to share their wealth with you.
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* TheFriendNobodyLikes: Dr. Howard Young, boss of the Arctic Custodians in ''2205'', is hilariously unpopular among his contemporaries despite leading the most important environmental protection agency on the planet. Ville Jorgensen, the arctic trader, outright tells you to ignore him, the Tundra trader sometimes bites your head off when you load her sector because she thought you were Young, and the rest of the [=NPCs=] makes no effort to hide their dislike of the man, either. Some even apologize to your for his actions despite no responsibilities on their part. He's also in the running for the title of ''2205'''s least popular NPC among the players, mainly because he constantly gives you shit over pretty much anything while being utterly incompetent at his own job.
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* PaletteSwap: The Tundra DLC to ''2205'' reuses a great many assets from the arctic and temperate regions, with most buildings being recolored copies hailing from one or the other.
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** ''2205'' does away with this mechanic completely. Each citizen class provides a specific amount of income and manpower for each of its needs that you fulfil. Make them happy and both values increase accordingly. Fail to meet their demands and they drop back to their "specific need unfulfilled" level, but that's about it. The only way to lose all income and manpower is to not supply ''anything'', which mostly happens if residences have no traffic connection, not enough heat in the Arctic, or incomplete DeflectorShields coverage on the Moon.

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** ''2205'' does away with this mechanic completely. Each citizen class provides a specific amount of income and manpower for each of its needs that you fulfil. Make them happy and both values increase accordingly. Fail to meet their demands and they drop back to their "specific need unfulfilled" level, but that's about it. The only way to lose all income and manpower is to not supply ''anything'', which mostly happens if residences have no traffic connection, not enough heat in the Arctic, or incomplete DeflectorShields coverage on the Moon. Riots simply don't happen anymore no matter how miffed your population might be; they just leave for greener pastures.

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** ''2205'' does away with this mechanic completely. Each citizen class provides a specific amount of income and manpower for each of its needs that you fulfil. Make them happy and both values increase accordingly. Fail to meet their demands and they drop back to their "specific need unfulfilled" level, but that's about it. The only way to lose all income and manpower is to not supply ''anything'', which mostly happens if residences have no traffic connection, not enough heat in the Arctic, or incomplete DeflectorShields coverage on the Moon.



** Averted in ''2205''. The sector trading posts have ever-changing combinations of goods they're willing to buy, so while they technically ''do'' buy anything from you, you can't just hawk any surplus stores in your warehouse when you feel like it. The upside is that they often pay exceedingly well for things that can be produced en masse fairly cheaply, which makes it very easy to refill your cash reserves after expensive investments, like sector acquisitions or lunar expansions.

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** Averted in ''2205''. The sector trading posts have ever-changing combinations of goods they're willing to buy, so while they technically ''do'' buy anything from you, you can't just hawk any surplus stores in your warehouse when whenever you feel like it. The upside is that they often pay exceedingly well for things that can be produced en masse fairly cheaply, which makes it very easy to refill your cash reserves after expensive investments, like sector acquisitions or lunar expansions.
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* DoubleUnlock: Nested example in ''2205''. Opening up room for expansion first requires buying out another corporation's sector, which usually drains most or even all of your cash reserves. Once the sector is yours, you need to pay again to construct a warehouse on an island of your choosing. The first warehouse in each sectors is always comparatively cheap, but then the prices increase steadily for each subsequent one until eventually a simple warehouse costs more than what you paid for the entire sector it's in. Would be annoying enough if it was only about money, but warehouse construction also requires rare materials in increasingly insane quantities, which makes late-game expansion a real chore.
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** Also from ''2205'', the Madrigal Islands sector project requires unbelievable amounts of resources for a reward that is pretty much useless (see the That One Siequest entry on the YMMV page for details). Chances are you'll complete it once for the achievement and won't ever touch it again in subsequent campaigns.

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** Also from ''2205'', the Madrigal Islands sector project requires unbelievable amounts of resources for a reward that is pretty much useless (see the That One Siequest Sidequest entry on the YMMV page for details). Chances are you'll complete it once for the achievement and won't ever touch it again in subsequent campaigns.
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* BraggingRightsReward:
** The Corporate HQ from ''2205'' is this game's sole monument, a ridiculously expensive building with incredibly high upkeep costs that covers all citizen tiers' logistics needs to a small degree, but doesn't do anything otherwise except look cool. It basically exists to show off how wealthy you are, with the achievement for building it aptly named "[[LampshadeHanging Because I Can]]".
** Also from ''2205'', the Madrigal Islands sector project requires unbelievable amounts of resources for a reward that is pretty much useless (see the That One Siequest entry on the YMMV page for details). Chances are you'll complete it once for the achievement and won't ever touch it again in subsequent campaigns.
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* CoolButInefficient: The Greentide Archipelago sector project in ''2205'' unlocks [[RidiculouslyHumanRobot Synthetics]], a fifth citizen tier above even the formerly top-level Investors. Completing the project is no mean feat to begin with, and upgrading Investor residential complexes to Synthetic complexes requires three rare materials instead of standard construction materials, making Synths a significant investment both in time and resources. What you get are buildings that supply 5,000 workers each (twice the amount Investors offer), but don't generate any revenue whatsoever. Considering how Synths can only settle in temperate regions where manpower is by far the most abundant resource anyway, losing the Investors' massive income boost for more workers you won't need is impractical, to say the least. The only benefit the Synths' higher numbers might offer is a bump in you corporate level, but that doesn't do a whole lot overall, so sticking with the Investors remains the better choice regardless.

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* NukeEm: ''2070'' includes nuclear weapons. A World Event involves a group of [[RuthlessModernPirates pirates]] getting a hold of a bunch of them and threatening to blow everyone to hell. It's also a big part of the campaign. The second chapter ends with finding out that the Super AI mentioned above has been stealing, among other things, the materials needed for nukes. The third chapter deals with the aftermath, with the area heavily impacted by radiation.

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* NukeEm: NukeEm:
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''2070'' includes nuclear weapons. A World Event involves a group of [[RuthlessModernPirates pirates]] getting a hold of a bunch of them and threatening to blow everyone to hell. It's also a big part of the campaign. The second chapter ends with finding out that the Super AI mentioned above has been stealing, among other things, the materials needed for nukes. The third chapter deals with the aftermath, with the area heavily impacted by radiation.radiation.
** Subverted in ''2205''. Using the Missile Barrage ability in crisis intervention missions has the AI announce "nuclear missile launched", but what actually happens is a normal ballistic artillery strike pounding the target area for a few seconds. Nothing nuclear about it at all.

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* DamageIsFire: Played straight with ships, but not so much with buildings - where fire from riots, invasion, or disasters ''damages'' buildings.

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* DamageIsFire: DamageIsFire:
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Played straight with ships, but not so much with buildings - where fire from riots, invasion, or disasters ''damages'' buildings.buildings.
** Completely averted in ''2205''. Anything that can be damaged [[CriticalExistenceFailure looks exactly the same until it explodes]].



** In ''2205'' you have to balance temperate, arctic, and lunar facilities together in harmony.

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** In ''2205'' you have to balance temperate, arctic, and lunar facilities together in harmony.harmony, with tundra assets thrown into the mix if the eponymous DLC is installed.

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** The Orbital Watch in ''2205'' employs swarms of unmanned [[ActionBomb Bomb Drones]] armed with powerful warheads for {{Suicide Attack}}s on your fleet. They're small and comparatively fragile, but their speed, numbers and sheer damage output makes them more dangerous than most actual warships.

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** The Orbital Watch in ''2205'' employs swarms of unmanned [[ActionBomb Bomb Drones]] armed with powerful warheads for {{Suicide Attack}}s on your fleet. They're small and comparatively fragile, but their speed, numbers and sheer damage output makes make them more dangerous than most actual warships.



** ''1701'' has Henrik Jorgensen, and ''1404'' has Leif Jorgensen. Their personalities and appearance are similar enough that one can assume that they are somehow related. ''2070'' continues with Tilda Jorgensen, who even notes that she comes from the lineage of the "great explorer" Leif Jorgensen.
*** Anno 2205 continues with Ville Jorgensen.
** One of the first major bonus missions in ''2205'' involves salvaging an "ancient A.I." that is recognizably an ARK from ''2070''.

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** ''1701'' has Henrik Jorgensen, and ''1404'' has Leif Jorgensen. Their personalities and appearance are similar enough that one can assume that they are somehow related. ''2070'' continues with Tilda Jorgensen, who even notes that she comes from the lineage of the "great explorer" Leif Jorgensen.
*** Anno 2205
Jorgensen. ''2205'' then continues with Ville Jorgensen.
** One of the first major bonus missions in ''2205'' involves salvaging an "ancient A.I." that is recognizably an ARK from ''2070''. Other sector projects reveal that Global Trust has gone bankrupt in the intervening years, its assets and territory now controlled by the [[MegaCorp Big Five]]. The Eden Initiative pops up with the Tundra DLC installed; they set up the compromised seed vaults in the sector that you need to restore as part of the local project.
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** The Orbital Watch in ''2205'' employs swarms of unmanned [[ActionBomb Bomb Drones]] armed with powerful warheads for [[Suicide Attack]]s on your fleet. They're small and comparatively fragile, but their speed, numbers and sheer damage output makes them more dangerous than most actual warships.

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** The Orbital Watch in ''2205'' employs swarms of unmanned [[ActionBomb Bomb Drones]] armed with powerful warheads for [[Suicide Attack]]s {{Suicide Attack}}s on your fleet. They're small and comparatively fragile, but their speed, numbers and sheer damage output makes them more dangerous than most actual warships.
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** The Orbital Watch in ''2205'' employs swarms of unmanned [[ActionBomb Bomb Drones]] armed with powerful warheads for [[Suicide Attack]]s on your fleet. They're small and comparatively fragile, but their speed, numbers and sheer damage output makes them more dangerous than most actual warships.
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** Vehicles in ''2205'' have horrible pathfinding and even worse combat AI. Your frontline warships operate on NoRangeLikePointBlankRange despite being armed with torpedoes (which is incredibly annoying whenever a swarm of [[ActionBomb Bomb Drones]] shows up), and your whole fleet has apparently never been taught what a sea mine is and that one should stay away from them. They also don't move a millimeter from their position even when the ship right next to them is under attack, forcing you to issue attack orders on pretty much any single target you want destroyed. And don't even think about assigning target priorization; your ships mostly shoot whatever they they currently feel like shooting regardless of its actual threat level. Nothing like all your heavy hitters concentrating their fire on some harmless submarine while one of the abovementioned Bomb Drone swarms is rapidly closing in from another direction.
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** Averted in ''2205''. The sector trading posts have ever-changing combinations of goods they're willing to buy, so while they technically ''do'' buy anything from you, you can't just hawk any surplus stores in your warehouse when you feel like it. The upside is that they often pay exceedingly well for things that can be produced en masse fairly cheaply, which makes it very easy to refill your cash reserves after expensive investments, like sector acquisitions or lunar expansions.

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* CoolBoat: Several of the ship designs in ''2070'' fit this trope. Special mention goes to the Colossus and Keto's ''Anaconda.''

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* CoolBoat: CoolBoat:
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Several of the ship designs in ''2070'' fit this trope. Special mention goes to the Colossus and Keto's ''Anaconda.''''
** ''2205'' lets the player control a whole fleet of them, from ChainLightning-shooting {{Glass Cannon}}s to the MacrossMissileMassacre-dispensing command ship. The Orbital Watch counters with their own fleets spearheaded by giant Eradicator dreadnoughts.


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* SchmuckBait: In ''2205'' crisis intervention missions, quite a few of the destructible resource deposits along the coastlines are guarded by hidden ships (mostly submarines) that surface when your ships get close.
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* SpaceElevator: One of the tasks in ''Anno 2205'' is to build such a device in order to connect remote locations.
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** Every player controls one in ''2205'', and contends against others in the global council.

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** Every player controls one in ''2205'', and contends against others in the global council. Meanwhile, Global Trust has gone ''bankrupt'' in the interim between ''2070'' and ''2205''.
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Useful Notes/ pages are not tropes


* {{DRM}}: Anno 2070 has multiple layers of DRM, as expected from an Creator/{{Ubisoft}} release. It allows three activations per copy, and the game as launched required a new activation whenever the PC's graphics card was swapped out. This was (by WordOfGod from Ubisoft) an intended feature, but the graphics card issue has since been patched out due to massive InternetBackdraft. Furthermore, an online connection is required to start up the game and to access certain special features related to the ark structure.
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War is not the biggest factor, but it does happen. AI players can be allies and trade-partners, or non-trade opponents and enemies to fight. In many scenarios across the various games, the human player will have to eventually defeat the AI players with weapons and conquer their islands to proceed, typically via sending ships to their islands and bombard the city walls, then unload soldiers. Alternatively, but more difficult, one can try settling on the enemy island(s) and produce soldiers there directly.

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War is not the biggest factor, but it does happen. happen, as AI players can be allies and trade-partners, or non-trade opponents and enemies to fight. In many scenarios across the various games, the human player will have to eventually defeat the AI players with weapons and conquer their islands to proceed, typically via sending ships to their islands and bombard the city walls, then unload soldiers. Alternatively, but more difficult, one can try settling on the enemy island(s) and produce soldiers there directly.

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''A.D.'', or simply ''Anno'', is a series of city builder games, originaly by the Austrian studio Max Design and later by Related Designs/Ubisoft Blue Byte Mainz when the former went Bankrupt, focussed primarily on the colonisation and development of a series of islands. It consists of (in order of release):

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''A.D.'', or simply ''Anno'', is a series of FourX city builder games, originaly by the Austrian studio Max Design and later by Related Designs/Ubisoft Blue Byte Mainz when the former went Bankrupt, bankrupt. The series is focussed primarily on the colonisation and development of a series variety of islands.islands, but also has aspects of trade, technological progression, war and conquest. It consists of (in order of release):



Each game has a 'Continuous Mode' wherein you can play as long as you want, competing with A.I. players (or other humans over multiplayer) for territory and resources, and a number of scenarios, often-times with several arranged to form a storyline. Players begin with a ship (or in some scenarios, a warehouse on an island) and a negative income. You have to build houses to collect taxes, but then your peasants want fish, and then they want something to occupy them... and so on.

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Each game has a 'Continuous Mode' wherein you can play as long as you want, competing with A.I. players (or other humans over multiplayer) for territory and resources, and a number of scenarios, often-times with several arranged to form a storyline. Players begin with a ship (or in some scenarios, a warehouse on an island) and a negative income. You have to build houses to collect taxes, but then your peasants want fish, and then they want something to occupy them... them and so on.on.

Most of the games offer a way to trade with the AI, whether other Empires or civilian trade ships. Due to general scarcity of certain critical ressources until those can be produced, the latter has to be relied on to buy those ressources, though other ressources can be sold as well. TechnologyLevels ensure a progression from simple pioneers and settlers to citizens and even aristocrats, each with their own set of demands and power to pay taxes in return.

War is not the biggest factor, but it does happen. AI players can be allies and trade-partners, or non-trade opponents and enemies to fight. In many scenarios across the various games, the human player will have to eventually defeat the AI players with weapons and conquer their islands to proceed, typically via sending ships to their islands and bombard the city walls, then unload soldiers. Alternatively, but more difficult, one can try settling on the enemy island(s) and produce soldiers there directly.
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* ''Anno 1800''
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* MagicRealism: The games are usually more or less realistic, at least until you defeat a native culture in war, upon which that culture will curse you with a strangely supernatural [[TakingYouWithMe parting gift]], like sudden droughts, locust epidemics, pestilence or tempests. It's never touched upon how it's possible, just that it happens invariably.

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* MagicRealism: The games are usually more or less realistic, at least until you defeat a native culture in war, upon which that culture will curse you with a strangely supernatural [[TakingYouWithMe parting gift]], like sudden droughts, locust epidemics, pestilence or tempests.tempests (worst case scenario in ''1602'' at least would be a gold mine collapsing, which in some cases will dive the mission straight into UnwinnableByDesign territory). It's never touched upon how it's possible, just that it happens invariably.
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** Subverted, in that few would be stupid enough to take such an offer after being burned to the ground. On the other hand, one may be desperate enough.
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Each game has a 'Continuous Mode' wherein you can play as long as you want, competing with A.I. players (or other humans over multiplayer) for territory and resources, and a number of scenarios, often-times with several arranged to form a storyline. Players begin with a ship (or in some scenarios, a warehouse on an island) and a negative income. You have to build houses to collect taxes, but then your peasants want fish, and then they want something to occupy them.. and so on.

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Each game has a 'Continuous Mode' wherein you can play as long as you want, competing with A.I. players (or other humans over multiplayer) for territory and resources, and a number of scenarios, often-times with several arranged to form a storyline. Players begin with a ship (or in some scenarios, a warehouse on an island) and a negative income. You have to build houses to collect taxes, but then your peasants want fish, and then they want something to occupy them..them... and so on.



* TooDumbToLive: In the campaign of ''2070'', you help the tech faction come into possession of what is described as an intelligent virus. So far, it sunk the prototype of the city-ship arks and may have been responsible for several minor near-disasters. So... let's [[spoiler: plug it into F.A.T.H.E.R., the A.I. that rules the tech faction and administrates its city. What's the worst that could happen? Hint: You spend the rest of the campaign finding out.]]

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* TooDumbToLive: In the campaign of ''2070'', you help the tech faction come into possession of what is described as an intelligent virus. So far, it sunk the prototype of the city-ship arks and may have been responsible for several minor near-disasters. So... let's [[spoiler: plug [[spoiler:plug it into F.A.T.H.E.R., the A.I. that rules the tech faction and administrates its city. What's the worst that could happen? Hint: You spend the rest of the campaign finding out.]]



*** on the Virus front, to be Fair, until that point, [[spoiler: Both your ark's EVE unit and F.A.T.H.E.R had recognised, and fought off, the Virus's attempts to gain access to their systems, and giving how disturbingly SMART it was acting (likely containing an AI component itself), they were trying to lock down its source on the assumption that there may be OTHER events caused by similar attacks.]]

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*** on the Virus front, to be Fair, until that point, [[spoiler: Both [[spoiler:Both your ark's EVE unit and F.A.T.H.E.R had recognised, and fought off, the Virus's attempts to gain access to their systems, and giving how disturbingly SMART it was acting (likely containing an AI component itself), they were trying to lock down its source on the assumption that there may be OTHER events caused by similar attacks.]]

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