History VideoGame / EmperorRiseOfTheMiddleKingdom

26th Sep '17 2:31:50 PM Chabal2
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** Natural disaster messages claim angry ancestors sent a flood or earthquake... but use the same one when scripted disasters occur.



* NiceJobFixingItVillain: One mission has a rival city suggest a joint building project: a canal that will increase trade. At the end of the mission, it turns out the idea was to tie up resources and manpower in a pointless construction project... except now the canal really did boost trade.

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* NiceJobFixingItVillain: One mission has a rival city suggest a joint building project: a canal that will increase trade. At the end of the mission, it turns out the idea was to tie up resources and manpower in a pointless construction project...project, leaving the city ripe for conquest... except now the canal really did boost trade.



* ShootTheMessenger: Emissaries leaving for other cities express fears that this may be their fate, while you can execute foreign emissaries (if for some reason you want your name to be mud).



** When a city is conquered, you can set the tribute to be whatever good you need if you have enough cash, including goods they need to import.

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** When a city is conquered, you can set the tribute to be whatever good you need if you have enough don't need cash, including goods they need to import.
29th Aug '17 4:11:32 PM DrakeClawfang
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* ArtificialStupidity: The walkers that carry and fetch goods are completely incompetent. They're liable to go across the map to gather a resource they can get from a warehouse just two tiles away from their spawn building, and will sit outside a full warehouse and complain it has no room when there's an empty warehouse right next to it. They also lack basic common sense when delivering resources to places that need them, resulting in instances like, say, one tax office gets 4 loads of paper while another sits empty, or a bronzeware maker having 4 loads of clay with no bronze while another bronzeware maker next to it has 4 loads of bronze and no clay.

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* ArtificialStupidity: The walkers that carry and fetch goods are completely incompetent. They're liable to go across the map to gather a resource they can get from a warehouse just two tiles away from their spawn building, and will sit outside a full warehouse and complain it has no room when there's an empty warehouse right next to it. They also lack basic common sense moderation when delivering resources to several places that need them, resulting in instances like, say, one tax office gets 4 loads of paper while another sits empty, or a bronzeware maker having 4 loads of clay with no bronze while another bronzeware maker next to it has 4 loads of bronze and no clay.
29th Aug '17 4:10:41 PM DrakeClawfang
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** Wondering why Sun Tzu is the only Confucian hero during the Qin campaign? Because in real life the Qin outlawed the study of Confucianism, burning his books and killing their scholars. Sun Tzu only got to stick around because for purposes of gameplay your noble housing needs access to Confucian worship, and he's only treated as a Confucian hero for gameplay purposes. In real life Sun Tzu had nothing to do with Confucius or his teachings; in fact, ''The Art of War'' advocates the usage of spies and espionage in warfare, as well as the use of deception and trickery in general, which traditional Confucians disagreed with since they found such tactics dishonest. Fittingly, any spy he encounters will be reversed.

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** Wondering why Sun Tzu is the only Confucian hero during the Qin campaign? Because in real life the Qin outlawed the study of Confucianism, burning his books and killing their scholars. Sun Tzu only got to stick around because for purposes of gameplay your noble housing needs access to Confucian worship, and he's only treated as a Confucian hero for gameplay purposes. In real life Sun Tzu had nothing to do with Confucius or his teachings; in fact, ''The Art of War'' advocates the usage of spies and espionage in warfare, as well as the use of deception and trickery in general, which traditional Confucians disagreed with since they found such tactics dishonest. Fittingly, any spy he encounters will be reversed.teachings.
29th Aug '17 11:24:31 AM Chabal2
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* EveryManHasHisPrice:
** Invading armies can be given a BegoneBribe to leave the city alone (and it may actually be cheaper to pay them off than sending soldiers, depending on the complexity of getting weapons).
** One of the factors used to determine how happy a hero will be after a sacrifice is the price.



** Wondering why Sun Tzu is the only Confucian hero during the Qin campaign? Because in real life the Qin outlawed the study of Confucianism, burning his books and killing their scholars. Sun Tzu only got to stick around because for purposes of gameplay your noble housing needs access to Confucian worship, and he's only treated as a Confucian hero for gameplay purposes. In real life Sun Tzu had nothing to do with Confucius or his teachings; in fact, ''The Art of War'' advocates the usage of spies and espionage in warfare, as well as the use of deception and trickery in general, which traditional Confucians disagreed with since they found such tactics dishonest.

to:

** Wondering why Sun Tzu is the only Confucian hero during the Qin campaign? Because in real life the Qin outlawed the study of Confucianism, burning his books and killing their scholars. Sun Tzu only got to stick around because for purposes of gameplay your noble housing needs access to Confucian worship, and he's only treated as a Confucian hero for gameplay purposes. In real life Sun Tzu had nothing to do with Confucius or his teachings; in fact, ''The Art of War'' advocates the usage of spies and espionage in warfare, as well as the use of deception and trickery in general, which traditional Confucians disagreed with since they found such tactics dishonest. Fittingly, any spy he encounters will be reversed.
** Several levels happen along the Silk Road, with little natural resources and a high annual income as a requirement. The best way to make money is to buy silk from China and sell it more expensively to the West.



* GenerationXerox: Some mission briefings mention your character for the mission is the descendant of your character in the previous mission several decades or centuries ago, and you're being called upon now to see if you have the same gift for city planning as your ancestor did.

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* GenerationXerox: Some mission briefings mention your character for the mission is the descendant of your character in the previous mission several decades or centuries ago, and you're being called upon now to see if you have the same gift for city planning as your ancestor did. Averted at the end of the Qin campaign, the next mission establishes you're the same character who's been spared for his recognized skill and integrity.



* GuideDangIt: When a spy is reversed, you get a message telling you about it and what city he came from. However, this doesn't mean the spy is actually gone, in order to take advantage of this you need to send the spy to that city (in effect, giving you a free spy if sent to the city).



* MoneyForNothing: Cities will only take gifts of cash into consideration if you're poor enough that it actually means something.



* PlagueOfGoodFortune: Cities can accept up to four gifts of cash or goods a year, but will tell you off if you keep trying to give them stuff.



** Doesn't matter how much they love you or you're targeting the enemy that attacked them before: allies and vassals will hate you for ordering military strikes on anyone, and hate you slightly less for daring to ask them for goods or aid (y'know, the way ''they'' keep doing).



* TriggerHappy: When a hero captures an animal and brings it back to the palace, overzealous sentries will shoot it down,no matter how harmless.

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* TriggerHappy: When a hero captures an animal and brings it back to the palace, overzealous sentries will shoot it down,no down, no matter how harmless.



* VideoGameTime: The developers ''tried'' to line up new technology and the rise and fall of cities with the historical dates...but play a mission long enough and you'll be building, say, the Terracotta Army of Qin, a decade after their dynasty fell in real life.

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* VideoGameTime: The developers ''tried'' to line up new technology and the rise and fall of cities with the historical dates... but play a mission long enough and you'll be building, say, the Terracotta Army of Qin, a decade after their dynasty fell in real life.
29th Aug '17 10:59:03 AM Chabal2
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* ArbitraryHeadcountLimit: You can always build at least one fort once you have an Administrative City, and another once a Palace is built. Past that, however, you need to build elite houses, each of which lets you build an extra fort, with a final limit of 12, and each fort holding 4, 8 or 16 soldiers.



* DownerEnding: Doesn't matter how beautifully you built up their capital or conquered every rival, the last mission of every campaign describes the ignominious end of the dynasty.



* EndOfAnEra: The last mission of every campaign describes how that dynasty fell.



* GameplayAndStoryIntegration:

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* GameplayAndStoryIntegration: GaiasVengeance: If a Palace with animals inside is destroyed, the predators will go on a rampage.
* GameplayAndStoryIntegration:



** "The Budding of Buddhism" needs three years of heroes and a temple complex to complete. As the name implies and the narrator tells you, you're supposed to celebrate the Buddhist Guan Yin... but there's nothing preventing you from using the Daoist goddess Xi Wang Mu to reach both objectives.



* KickThemWhileTheyreDown: Sending all your forces abroad will cause opportunistic raiding by other cities. These armies can be bribed away, fortunately.



* NiceJobFixingItVillain: One mission has a rival city suggest a joint building project: a canal that will increase trade. At the end of the mission, it turns out the idea was to tie up resources and manpower in a pointless construction project... except now the canal really did boost trade.



* ShootTheBuilder: The completion message for the Underground Vault (better known as the Terracotta Army) suggests you run for the hills before this happens to you.



* TriggerHappy: When a hero captures an animal and brings it back to the palace, overzealous sentries will shoot it down,no matter how harmless.



* VideoGameCrueltyPotential: Pandas appear on numerous maps. They can fight, but only do so to defend themselves, otherwise they're docile and will plop down in the middle of your crops to munch some bamboo as your farmers work around them. You can't even hunt them for game meat like other animals. But you still have full ability to hunt them down and kill them.

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* VideoGameCrueltyPotential: VideoGameCrueltyPotential:
**
Pandas appear on numerous maps. They can fight, but only do so to defend themselves, otherwise they're docile and will plop down in the middle of your crops to munch some bamboo as your farmers work around them. You can't even hunt them for game meat like other animals. But you still have full ability to hunt them down and kill them.them.
** When a city is conquered, you can set the tribute to be whatever good you need if you have enough cash, including goods they need to import.
23rd Aug '17 1:06:41 PM Chabal2
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* ActuallyPrettyFunny: Sending a city a gift of something it already produces will get a thank-you note saying the city's dour minister of commerce found it amusing.



* AwesomeButImpractical: Carved Jade fetches the highest price of any commodity at 230 strings for 100 units, but Jade always has to be imported, and at 90 strings a unit that cuts the profits of Carved Jade to a more modest 140 strings. Not to mention you need someone to supply you Jade and someone to sell the carvings to. Carved Jade ''is'' still practical, but it isn't as profitable as it first appears.

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* AwesomeButImpractical: AwesomeButImpractical:
**
Carved Jade fetches the highest price of any commodity at 230 strings for 100 units, but Jade always has to be imported, and at 90 strings a unit that cuts the profits of Carved Jade to a more modest 140 strings. Not to mention you need someone to supply you Jade and someone to sell the carvings to. Carved Jade ''is'' still practical, but it isn't as profitable as it first appears. Fortunately, it's still good for bribing heroes.
** Elite housing provides ten times more taxes than commoners... occupying four times the space and three times fewer people, who don't enter the workforce. And then there's all the demands they have...



* BigBrotherIsWatchingYou: Citizens will tolerate guardhouses without complaint, but no more than one per 500 citizens, regardless of the length of their beats.



** In an InUniverse example, many of the magnificent monuments built are composed of timber frames, ceramic tiles, and enormous amounts of... dirt.



** Calvary are JackOfAllStats MasterOfAll: They move fast, have strong attacks, and decent HP and armor, which makes them all-around the most versatile troops.
** Chariots are LightningBruiser combined with EliteArmy: They have strong attacks, the highest HP, their armor is almost as good as infantry, and they move almost as fast as calvary. However, you can only have four to a fort, making it difficult to get large numbers of them.

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** Calvary Cavalry are JackOfAllStats and MasterOfAll: They move fast, have strong attacks, and decent HP and armor, which makes them all-around the most versatile troops.
** Chariots are LightningBruiser combined with EliteArmy: They have strong attacks, the highest HP, their armor is almost as good as infantry, and they move almost as fast as calvary.cavalry. However, you can only have four to a fort, making it difficult to get large numbers of them.



* CripplingOverspecialization: Farmhouses that grow only a single type of crops are extremely inefficient: because crops have different growth cycles, such farms will be left twiddling its thumbs for months on end. The game encourages you to plant different crops at every farmhouse to keep them working all year round.



* CriticalStaffingShortage: The greatest difficulty you'll face, as per usual for the series. Insufficient workers may cause housing to devolve due to supply of needed goods drying up. This reduces the number of workers, which reduces the production of goods, which reduces available workers, which... Thankfully, the game now allows you to turn off industries on an individual basis in addition to shutting down entire sectors, allowing production to continue at a reduced rate but freeing up workers for other areas.
* DevelopersForesight: Salt counts as a food source... but only if there's another type of food being produced/imported.



** Paper/Iron Smelting/Lacuqerware/etc has been discovered! Time to integrate it into your city because the old stuff just won't do anymore.

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** Paper/Iron Smelting/Lacuqerware/etc Smelting/Lacquerware/etc has been discovered! Time to integrate it into your city because the old stuff just won't do anymore.



(during a seige) "I better hide before my business goes up in smoke!"

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(during a seige) siege) "I better hide before my business goes up in smoke!"



* KillerRabbit: Companies are named after the zodiac animal you chose... so your city can be defended by the Audacious Rabbits.



* NotInMyBackyard: As in RealLife, no one wants to live near the IndustrialGhetto. Fortunately, residential walls can reduce the effect of undesirable buildings, letting essential services be built conveniently close by without offending the residents' delicate sensibilities.



* SequelDifficultySpike: The game reintroduces many of the complexities present in ''Caesar III''' and ''Pharaoh'' but dropped in ''Zeus''. Several types of foods are needed to fully evolve houses, and a fertility system is again present. Taxation takes a while to be implemented, and the appeasement to the gods mechanics returns. No free militia exists anymore and the slow, recruitment process is again used. Money is not carried over from one mission to the next, instead a fixed, limited budget is given at the start of most missions.

to:

* SequelDifficultySpike: The game reintroduces many of the complexities present in ''Caesar III''' and ''Pharaoh'' but dropped in ''Zeus''. Several types of foods are needed to fully evolve houses, houses (and not just elite housing, the very basic types need at least two or three), and a fertility system is again present. Taxation takes a while to be implemented, implemented (and requires resources), and the appeasement to the gods mechanics returns. No free militia exists anymore and the slow, recruitment process is again used. Money is not carried over from one mission to the next, instead a fixed, limited budget is given at the start of most missions.



* ShownTheirWork: It's obvious that as much as a historian will facepalm at the game's events, the developers did at least some research and often refer to real historical cities and figures with accuracy.

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* ShownTheirWork: ShownTheirWork:
**
It's obvious that as much as a historian will facepalm at the game's events, the developers did at least some research and often refer to real historical cities and figures with accuracy.


Added DiffLines:

* VideoGameCaringPotential: Cities that rebel against your rule can be reconquered by force of arms or bribed into returning to the fold. However, it's mentioned that if your troops fail, you'll be looked down on by other cities.
12th Jun '17 10:23:36 AM TrollBrutal
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* SequelDifficultySpike: The game reintroduces many of the complexities present in ''Caesar III''' and ''Pharaoh'' but dropped in ''Zeus''. Several types of foods are needed to to fully evolve houses, and a fertility system is again present. Taxation takes a while to be implemented, and the appeasement to the gods mechanics returns. No free militia exists anymore and the slow, recruitment process is again used. Money is not carried over from one mission to the next, instead a fixed, limited budget is given at the start of most missions.

to:

* SequelDifficultySpike: The game reintroduces many of the complexities present in ''Caesar III''' and ''Pharaoh'' but dropped in ''Zeus''. Several types of foods are needed to needed to fully evolve houses, and a fertility system is again present. Taxation takes a while to be implemented, and the appeasement to the gods mechanics returns. No free militia exists anymore and the slow, recruitment process is again used. Money is not carried over from one mission to the next, instead a fixed, limited budget is given at the start of most missions.
12th Jun '17 10:22:31 AM TrollBrutal
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Added DiffLines:

* SequelDifficultySpike: The game reintroduces many of the complexities present in ''Caesar III''' and ''Pharaoh'' but dropped in ''Zeus''. Several types of foods are needed to to fully evolve houses, and a fertility system is again present. Taxation takes a while to be implemented, and the appeasement to the gods mechanics returns. No free militia exists anymore and the slow, recruitment process is again used. Money is not carried over from one mission to the next, instead a fixed, limited budget is given at the start of most missions.
11th Jun '17 2:38:01 PM DrakeClawfang
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** Infantry are MightyGlacier combined with CloseRangeCombatant and ZergRush: they have the best armor and decent hit points, a good melee attack, and train in groups of sixteen to provide numerical superiority.

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** Infantry are MightyGlacier combined with CloseRangeCombatant and ZergRush: they have the best armor and decent hit points, a good melee attack, and train in groups of sixteen to provide numerical superiority.superiority, but are very slow.
11th Jun '17 2:30:03 PM DrakeClawfang
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** Any demands for troops will likely come with a month or two of advance notice, but even if you send your forces immediately they may not arrive in time, and how ''dare'' your soldiers be late when they were so sorely needed! Sometimes you can also send your army, but they're too weak of be of use, so your ally is still annoyed with you. Of course, if you're getting attacked and request military aid from an ally many months in advance (perhaps because you don't have an army of your own, which is possible on numerous maps), they're liable to take their sweet time responding, will just refuse, or will send you ''one infantry unit''.

to:

** Any demands for troops will likely come with a month or two of advance notice, but even if you send your forces immediately they may not arrive in time, and how ''dare'' your soldiers be late when they were so sorely needed! Sometimes you can also send your army, army and they arrive in time, but they're they were too weak of to be of use, help, so your ally is still annoyed with you. Of course, if you're getting attacked and request military aid from an ally many months in advance (perhaps because you don't have an army of your own, which is possible on numerous maps), they're liable to take their sweet time responding, will just refuse, or will send you ''one infantry unit''.
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