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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.

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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.

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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 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.


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* 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.
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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.

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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 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.
Is there an issue? Send a MessageReason:
-from memory , the budget may be the old when you return to a city, as opposed to funding new one

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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.
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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.
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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''.

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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, 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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spellcheck


* InstantWinCondition: The city is hopelessly in dept, outlaws roam the streets killing indiscriminately, people are leaving the city, and in two months the Xiongnu arrive to attack and you don't have an army. Oh good, the year production tallies are in and you met your quota, mission complete! Averted if you actually get conquered -- you cannot win any mission if you're another city's vassal, even if you meet the requirements.

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* InstantWinCondition: The city is hopelessly in dept, debt, outlaws roam the streets killing indiscriminately, people are leaving the city, and in two months the Xiongnu arrive to attack and you don't have an army. Oh good, the year production tallies are in and you met your quota, mission complete! Averted if you actually get conquered -- you cannot win any mission if you're another city's vassal, even if you meet the requirements.
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* GettingCrapPastTheRadar: Hemp cloth is one of the core resources of any city, which is historically accurate, the Chinese along with a lot of other civilizations used hemp for clothing. But the game includes winks and nudges about it's more famous uses, including the hemp farm ambient noises including coughing, and the farmers at the hemp farm can be seen smoking. The merchants from the market squares also provide these quotes:

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* GettingCrapPastTheRadar: Hemp cloth is one of the core resources of any city, which is historically accurate, the Chinese along with a lot of other civilizations used hemp for clothing. But the game includes winks and nudges about it's its more famous uses, including the hemp farm ambient noises including coughing, and the farmers at the hemp farm can be seen smoking. The merchants from the market squares also provide these quotes:
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* WhatKindOfLamePowerIsHeartAnyway: Guan Yin, the Mother of Mercy; the name should be a hint. All of her abilities and benefits are in the name of city beautification and health, such as reducing the construction cost of gardens and parks, acting as a water carrier, improving city health, and lowering the cost to bribe enemy armies. And only the latter is of any real use, and if you're in a mission where you're at risk of being invaded then you should be building your own army to defend the city anyway.

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* WhatKindOfLamePowerIsHeartAnyway: Guan Yin, the Mother of Mercy; the name should be a hint. All of her abilities and benefits are in the name of city beautification and health, such as health: reducing the construction cost of gardens and parks, acting as a water carrier, improving city health, and lowering the cost to bribe enemy armies. And only Gardens and parks are cheap already, water is the most basic resource a city needs so there's no way you should be wanting for it, and city health is rarely a problem as long as everyone can access your herbalist. Only the latter is of any real use, and if you're in a mission where you're at risk of being invaded then you should be building your own army to defend the city anyway.
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* DroppedABridgeOnHim: Mission briefings often open with words to the effect of "the previous emperor is dead and now his son is in charge."

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* DroppedABridgeOnHim: Mission briefings often open with words to the effect of "the previous emperor is dead and now his son is in charge."" The last two historical campaigns are particularly bad with this -- since they each combine two historical dynasties, at some point during their run you'll find out that not only is the emperor dead, but the entire government has been overthrown and a new dynasty founded.
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* AnachronismStew: Inevitably pops up. There's just no way a weaponsmith built in the fourth century BC should look the same as one build in the eighth century BCE, but it will, as will all other structures.


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* DroppedABridgeOnHim: Mission briefings often open with words to the effect of "the previous emperor is dead and now his son is in charge."
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* TooDumbToLive: AI cities never learn that if you've got a standing army as large as the game allows, maybe they shouldn't make unreasonable demands of you, or refuse and insult you when you demand something of them. They will do the latter even if your army just returned from ''conquering'' them and making them your vassal. As mentioned above, your rivals will demand resources of you with the warning if you don't comply they'll just march into your city and take them by force. It's almost always a hollow threat, but you the player are full rights to actually do it.

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* TooDumbToLive: AI cities never learn that if you've got a standing army as large as the game allows, maybe they shouldn't make unreasonable demands of you, or refuse and insult you when you demand something of them. They will do the latter even if your army just returned from ''conquering'' them and making them your vassal. As mentioned above, your rivals will demand resources of you with the warning if you don't comply they'll just march into your city and take them by force. It's almost always a hollow threat, but you the player are have full rights right and ability to actually do it.
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* PaperThinDisguise: It usually isn't too difficult to spot spies in your city. Hint -- it's the random herbalist/water carrier/taoist priest wandering through your industrial sector, or walking halfway across the map to reach your trading posts. Subverted if they disguise themselves as inspectors, which are omnipresent in cities and thus rarely look out of place.

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* PaperThinDisguise: It usually isn't too difficult to spot spies in your city. Hint -- it's the random herbalist/water carrier/taoist priest wandering through your industrial sector, or walking halfway across the map to reach your trading posts. They'll even disguise themselves as religious walkers for religions you may not even be able to build yet. Subverted if they disguise themselves as inspectors, which are omnipresent in cities and thus rarely look out of place.
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* MundaneUtility: Offer sacrifices to the heavens. Entice a PhysicalGod to manifest in your city. Put it to work blessing you with free materials and extra-productive buildings. Rinse and repeat.
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* MookChivalry: The only aversion in the ''Caesar III'' engine/saga, soldiers no longer engage the enemy in one-on-one fights, but every man in a company of up to 16 soliders will spear the same single target at the same time if the odds allow it.

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* MookChivalry: The only aversion in the ''Caesar III'' engine/saga, soldiers engine/saga. Soldiers no longer engage the enemy in one-on-one fights, but every man in a company of up to 16 soliders soldiers will spear the same single target at the same time if the odds allow it.
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* MookChivalry: The only aversion in the ''Caesar III'' engine/saga, soldiers no longer engage the enemy in one-on-one fights, but every man in a company of up to 16 soliders will spear the same single target at the same time if the odds allow it.
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** For the heroes, Xi Wang Mu and Su Wu Kong. Xi Wang Mu reduces monument construction time by variably increasing the amount of workers that can be at the monument at a time, allowing them to do more work before they leave, and/or causing them to work quicker. When monuments take years to complete, the speed boost is appreciated. So Wu Kong meanwhile makes emissaries to other cities free and they travel faster, invaluable if you need to speed up communications for whatever reason.,

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** For the heroes, Xi Wang Mu and Su Wu Kong. Xi Wang Mu reduces monument construction time by variably increasing the amount of workers that can be at the monument at a time, allowing them to do more work before they leave, and/or causing them to work quicker. When monuments take years to complete, the speed boost is appreciated. So Wu Kong meanwhile makes emissaries to other cities free and they travel faster, invaluable if you need to speed up communications for whatever reason.,reason and have a lot of allies to send messengers to.
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** In the last two missions, the Mongolian Empire is treated like any other rival city. This means a few gifts of silk and tea can get them to like you and they'll become your ally.
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* NumericalHard: Higher difficulty levels don't actually change the mission objectives at all, and basic gameplay remains identical. All that difficulty affects is how many workers are employed for each level of wages (on higher difficulties, Normal wages employ fewer people), and building costs (more expensive on higher difficulties). The result, the difference between Normal and Very Hard is that you run out of money faster and have a smaller workforce to put to task.
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* ShaggyDogStory: Naturally, given the game somewhat keeps to historical events. It doesn't matter how big and grand you build Chang-an and how big the army defending it is, it is going to be sacked, and of course the Great Wall won't keep out the Mongols, sorry for the real-life hours you spent building it last mission. And every campaign ends with the current dynasty falling apart no matter how good a job of running it you were doing.
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* InstantWinCondition: The Xiongnu are attacking, the walls are broken and your troops lie dead, the city has fallen! Oh, it's the new year and your production tallies are in, mission complete! Averted if you actually get conquered -- you cannot win any mission if you're another city's vassal, even if you meet the requirements.

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* InstantWinCondition: The city is hopelessly in dept, outlaws roam the streets killing indiscriminately, people are leaving the city, and in two months the Xiongnu are attacking, arrive to attack and you don't have an army. Oh good, the walls are broken and your troops lie dead, the city has fallen! Oh, it's the new year and your production tallies are in, in and you met your quota, mission complete! Averted if you actually get conquered -- you cannot win any mission if you're another city's vassal, even if you meet the requirements.
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what do the market sellers say of it?

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* GettingCrapPastTheRadar: Hemp cloth is one of the core resources of any city, which is historically accurate, the Chinese along with a lot of other civilizations used hemp for clothing. But what do the market sellers say of it?

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* GettingCrapPastTheRadar: Hemp cloth is one of the core resources of any city, which is historically accurate, the Chinese along with a lot of other civilizations used hemp for clothing. But the game includes winks and nudges about it's more famous uses, including the hemp farm ambient noises including coughing, and the farmers at the hemp farm can be seen smoking. The merchants from the market squares also provide these quotes:
what do the market sellers say of it?



** And what's more, the ambient noises for the farms include people coughing, and the farms themselves show a farmer smoking ''something'', you can't tell what but you can guess.
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** Chariots are LightningBruiser combined with EliteArmy: Their melee blows are devastating, they have 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.
** Catapults are GlassCannon: Their missile attack is ''the'' most powerful attack in the game, strong enough to kill most enemies in one shot, and they have very long range too. But they have HP and armor, no melee attack, and move very slowly, making them easy to kill.

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** Chariots are LightningBruiser combined with EliteArmy: Their melee blows are devastating, they 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.
** Catapults are GlassCannon: Their missile attack is ''the'' most powerful attack in the game, strong enough to kill most enemies in one shot, and they have very long range too. But they have low HP and armor, no melee attack, and move very slowly, making them easy to kill.
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* KickTheDog: Whenever a foreign city sends an emissary to your city, you have the option to allow them in, turn them away, or ''execute them''. This has no practical purpose but to piss off your rivals, but you can do it.
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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.

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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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** As an overall, the game tends to nudge you to either a ZergRush or EliteArmy composition. At the max 12 forts full of units, it's very unlikely you'll see any of them gain experience unless you use them for multiple sieges. With one or two forts of infantry, they tend to gain experience much faster.

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* EasyCommunication: Soldiers instantly respond to orders, and will depart to conquer a city instantly regardless of their actual location relative to the city limits. Played with for messengers -- they take a couple seconds to spawn and have to walk to the city entrance before they head off, but from there it depends on what message they carry. If you're demanding something of a rival, the rival will instantly be notified as seen by their history, but if you're giving them a gift or sending a trade request, you can watch the messenger move towards the city on the world map. Send one of either message at the same time and usually, despite this variance, the city will respond to both at the same time, when the gift messenger arrives. As well, cities that send demands to you will not acknowledge you sent them what they asked for until a month or two after the fact.

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* EasyCommunication: Played with back and forth.
**
Soldiers instantly respond to orders, and will depart to conquer a city instantly regardless of their actual location relative to the city limits. Played with for messengers -- However, they take a couple seconds to spawn and still have to actually walk to the city entrance exit before the army icon on the map will begin to move, and you can watch that icon move across the map over the next few months as they head off, but from there it depends to the enemy city.
** Messengers have this or not depending
on what message they carry. the type of message. If you're demanding something of a rival, the rival will instantly be notified as seen by their city history, but if you're giving them a gift or sending a trade request, you can watch the messenger move towards the city on the world map. Send one of either message at the same time and usually, despite this variance, the city will respond to both at the same time, when the gift messenger arrives. As well, cities arrives.
** Cities
that send demands to you will not acknowledge you sent them what they asked for until a month or two after the fact.fact, but they acknowledge you responded on time even if they only gave you a month to do so initially.
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* BladeOnAStick: Most combat walkers, including heroes, utilize assorted varieties of spears and polearms. Doubles as ShownTheirWorn; the [[https://en.wikipedia.org/wiki/Ji_%28polearm%29 ji]] and the [[https://en.wikipedia.org/wiki/Dagger-axe dagger axe]] were common weapons in ancient Chinese armies.

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* BladeOnAStick: Most combat walkers, including heroes, utilize assorted varieties of spears and polearms. Doubles as ShownTheirWorn; ShownTheirWork; the [[https://en.wikipedia.org/wiki/Ji_%28polearm%29 ji]] and the [[https://en.wikipedia.org/wiki/Dagger-axe dagger axe]] were common weapons in ancient Chinese armies.
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* BladeOnAStick: Most combat walkers, including heroes, utilize assorted varieties of spears and polearms. Doubles as ShownTheirWorn; the [[https://en.wikipedia.org/wiki/Ji_%28polearm%29 ji]] and the [[https://en.wikipedia.org/wiki/Dagger-axe dagger axe]] were common weapons in ancient Chinese armies.

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