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Contrary to most other city builders, the focus of ''Emperor's'' gameplay is less building up a large, populous city, but instead is on building and maintaining the infrastructure needed to maintain a city. Players must keep their people supplies with food and goods from markets, and also build religious shrines, medicinal buildings, entertainment schools, and inspector and sentry towers. These buildings spawn "walkers" that patrol the city administering their servivces to houses they pass by. As your people are given what they need, they'll renovate their houses into larger houses that can accomodate more people, and their demands shift from basic necessities like food and water to luxury services like entertainment and tea.

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Contrary to most other city builders, the focus of ''Emperor's'' gameplay is less on building up a large, populous city, but instead is on building and maintaining the infrastructure needed to maintain run a city. Players must keep their people supplies with food and goods from markets, and also build religious shrines, medicinal buildings, entertainment schools, and inspector and sentry towers. These buildings spawn "walkers" that patrol the city administering their servivces to houses they pass by. As your people are given what they need, they'll renovate their houses into larger houses that can accomodate more people, and their demands shift from basic necessities like food and water to luxury services like entertainment and tea.
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* EarlyBirdCameo:
** The second mission of the Han campaign has Spices as a commodity, as the capital of Chang-an can import it. However, much like Jade, Spices are a commodity no one can produce at home, they're the signature export of Kashgar via the Silk Road. Thus, while Spices are technically available in the mission, there is no way to acquire them. The next mission actually introduces the Silk Road and Kashgar, where Spices can be obtained.
** The Money Printer is not introduced until partway through the final Song-Jin campaign, but the final Han mission which introduces Paper as a new commodity also allows the Money Printer to be built. This may just be an developers' oversight though.
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Finally, you are not alone in the world. There are rival cities out there and just like you they need to maintain the needs of their people. With friendly relations, you can establish trade routes to export exceed goods and import things you need, can give and receive gifts of goods, and maybe even agree to a military alliance. If things go hostile, your rivals will demand things of you, send spies to sabotage your city and steal your goods, and even rally a military force to invade and conquer you. Fortunately, you can do all of these things back to them. You can be TheGoodKing who forms TheAlliance with friendly neighbors, or you can be TheEmperor who forms TheEmpire by conquering rivals one by one.[[note]]Of course, in the name of historical accuracy, you'll probably end up being that second one most of the time.[[/note]]

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Finally, you are not alone in the world. There are rival cities out there and just like you they need to maintain the needs of their people. With friendly relations, you can establish trade routes to export exceed excess goods and import things you need, can give and receive gifts of goods, and maybe even get them to agree to a military alliance. If things go hostile, your rivals will demand things of you, send spies to sabotage your city and steal your goods, and even rally a military force to invade and conquer you. Fortunately, you can do all of these things back to them. You can be TheGoodKing who forms TheAlliance with friendly neighbors, or you can be TheEmperor who forms TheEmpire by conquering rivals one by one.[[note]]Of course, in the name of historical accuracy, you'll probably end up being that second one most of the time.[[/note]]

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''Emperor: Rise of the Middle Kingdom'' (2002), also known as simply ''Emperor'', is the sixth game of the VideoGame/CityBuildingSeries published by {{Creator/Sierra}}, this time set in Ancient China and developed by Breakaway Games. Contrary to a lot of other city builders, this one has a heavy focus on infrastructure -- very rarely is your goal just to build up a large population, you have to maintain it by keeping your people supplied with food, resources and luxury. Indeed, the industrial sector is the more complex part of the game, keeping up with the supply and demand needed to produce the items you need to build up your city, expand it, and making exports.

You also have to deal with your neighboring cities and kingdoms, who more often than not are unfriendly. You can trade with them, send them gifts, maybe get some in return if they like you, and eventually form an alliance -- or you can rally an army and march on their city to conquer them and make them your vassal. Either way, it's gonna take a lot of work.

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''Emperor: Rise of the Middle Kingdom'' (2002), also known as simply ''Emperor'', is the sixth game of the VideoGame/CityBuildingSeries published by {{Creator/Sierra}}, this time set in Ancient China and developed by Breakaway Games. Games.

Contrary to a lot of most other city builders, this one has a heavy the focus of ''Emperor's'' gameplay is less building up a large, populous city, but instead is on building and maintaining the infrastructure -- very rarely is your goal just to build up a large population, you have needed to maintain it by keeping a city. Players must keep their people supplies with food and goods from markets, and also build religious shrines, medicinal buildings, entertainment schools, and inspector and sentry towers. These buildings spawn "walkers" that patrol the city administering their servivces to houses they pass by. As your people are given what they need, they'll renovate their houses into larger houses that can accomodate more people, and their demands shift from basic necessities like food and water to luxury services like entertainment and tea.

Meanwhile in your industrial sector, players must not only build craft workshops to supply the people with what they need, but also make sure that those workers are
supplied with food, resources raw materials like metal, wood, clay, etc., so they can produce those commodities. Combined with the fact agricultural crops have growing seasons each year, and luxury. Indeed, this means managing your city's infrastructure by making sure you produce enough food each year to last your city at least until the industrial sector is next harvest, making sure your workshops produce enough to sustain the more complex part level of the game, keeping comfort your city expects, and they in turn are being supplied with enough raw materials to keep up with the supply demand. Players can use the Industry tab to set priorities to certain areas of city management that your workforce will staff first, and demand needed to produce also shutdown industries on either an individual workshop basis or all of them across the items city.

Finally,
you are not alone in the world. There are rival cities out there and just like you they need to build up maintain the needs of their people. With friendly relations, you can establish trade routes to export exceed goods and import things you need, can give and receive gifts of goods, and maybe even agree to a military alliance. If things go hostile, your city, expand it, and making exports.

You also have
rivals will demand things of you, send spies to deal with sabotage your neighboring cities city and kingdoms, who more often than not are unfriendly. steal your goods, and even rally a military force to invade and conquer you. Fortunately, you can do all of these things back to them. You can trade be TheGoodKing who forms TheAlliance with them, send them gifts, maybe get some in return if they like you, and eventually form an alliance -- friendly neighbors, or you can rally an army and march on their city to conquer them and make them your vassal. Either way, it's gonna take a lot be TheEmperor who forms TheEmpire by conquering rivals one by one.[[note]]Of course, in the name of work.
historical accuracy, you'll probably end up being that second one most of the time.[[/note]]

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* EarlyGameHell: Over the first year or two as you get your city up and running, you'll rapidly lose money as you build your city layout and have little tax income and exports to make money back, your workforce will be pitifully small and you'll have to set their priorities to make sure your first harvest can sustain your population for the year to come, and any commodity you produce will be rapidly depleted as your growing city consumes it to increase their housing levels. After that first year or so pass, you can start to collect taxes and put together exports, you'll have a substantial enough workforce to not worry about being understaffed too badly, and the consumption of commodities your city needs will stabilize.



** Soldiers instantly respond to orders, and will depart to conquer a city instantly regardless of their actual location relative to the city limits. However, they still have to actually walk to the city 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 to the enemy city. Spies act the same way when you dispatch them to an enemy city.
** Spies and Messengers likewise spawn from your administrative city and move to the city entrance to begin travel to their city of operation. For messengers, though, what happens when they get to the city limits depends on 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, and they will respond to the message instantly when the messenger arives. Send a demand and a gift at the same time and usually, despite this variance, the city will respond to both message at the same time, when the gift messenger arrives.
** Cities that make demands to you will not acknowledge you sent them what they asked for until a month or two after the fact, but they will acknowledge that you responded on time even if by the time they respond the time limit would have passed.

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** Within your city, build a new mill, warehouse, or industry that requires raw goods, as soon as the place has staff present a warehouse in the city will spawn a deliverymen to bring them what they need (assuming they're fully staffed; understaffed warehouses will take time to spawn the walker). Changing a mill or warehouse's priority to "Get" will not only make its own employees head out to retrieve the commodity they need, but any agricultural or industrial building in the city that produces that commodity will know that mill or warehouse is on priority and take their goods there, even if they spawn just two seconds after you changed the priority.
** Soldiers instantly respond to orders, and will depart to conquer a city instantly regardless of their actual location relative to the city limits. However, they still have to actually walk to the city 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 to the enemy city. Spies act the same way when you dispatch them to an enemy city.
** Spies and Messengers likewise spawn from your administrative city and move to the city entrance to begin travel to their city of operation. For messengers, though, what happens when they get to the city limits depends on the type of message. If you're demanding something of a rival, rival city, the second your messenger reaches the city limits and vanishes, your rival will instantly be notified as seen by their city history, of your demand, but if you're giving them a gift or sending a trade diplomatic request, you can watch the messenger move towards the city on the world map, map and they the rival will respond to the message instantly when the messenger arives. they get there. Send a demand and a gift at the same time and usually, despite this variance, the city will respond to both message at the same time, messages when the gift messenger arrives.
** Cities that make demands to you will not acknowledge you sent them what they asked for until a month or two after the fact, but they will always acknowledge that you responded on within the time limit they gave you, even if by the time they respond the time limit would have passed.it's past due.

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* InterfaceSpoiler: The menu shows coverage sections for entertainment and religion facilities long before you get access to them, and clicking on a house will tell you what they need to evolve, which may be a resource or building you don't have yet.

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* InterfaceSpoiler: InterfaceSpoiler:
**
The menu shows coverage sections for entertainment and religion facilities long before you get access to them, and clicking on a house will tell you what they need to evolve, which may be a resource or building you don't have yet.yet.
** The second mission of the Shang campaign has four trading partners as an objective, and the mission briefing advises you to make money by importing jade and selling carved jade. The mission starts with only three rival cities on the map and none of them sell jade, a pretty clear tip-off that a fourth city is going to pop up eventually.
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* UnwinnableByInsanity: With any mission, if you overlook building tax offices or trading posts, you'll be left with no source of income and can fall so deeply into debt that you're no longer allowed to build anything and thus cannot fix the problem. That said, the game gives you some leniency, you're allowed to sink beyond zero to a debt of -2000 cash, so if you get to that point and still haven't figured out you're in trouble, you've no one to blame but yourself for your reckless spending and poor planning.

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** 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...

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** Elite housing provides ten times more taxes than commoners... occupying commoners, but occupy four times the space land and three times fewer hold a third of the people, who don't won't enter the workforce. And then there's all the Building them up also demands they have...a lot of expensive supplies, particularly Silk and Bronzeware/Laquerware, which you'll often have to import at least one of. Unless you need a large army (Elite housing determines the max number of forts allow), you'll want to avoid Elite housing.
** The highest tier of Common housing, Luxurious Apartments, is a cool milestone to reach for the first time. Maintaining it requires supplying them with Tea, taking up a significant chunk land and a spot in your market square that could be used to supply the people with a more important resource like Hemp or Ceramics. Also, on most maps the penultimate level of housing (Ornate Apartments) will give you a high enough population that you'll be battling to keep unemployement down, and Luxurious Apartments will make room for hundred more people on top of that.


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* UnwinnableByMistake: The first mission has the objective of 150 people in Plain Cottages. However, if you plan your city poorly, it's possible they may not be in an aesthetically pleasing-enough area to grow beyond Huts. The game doesn't let you even view the Aesthetics tab until the second mission, so a player who doesn't understand the mechanic will be left scratching their heads about what "appeal of the neighborhood" means and how they fix it.
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* WrittenByTheWinners: PlayedForLaughs. As far as the narrators are concerned, whatever rulers you are serving at the time, regardless of what they are actually doing, are virtuous and wise... right up until they get deposed by someone who doesn't like them, in which case the same narrator will sneer at the past ruler and denounce them as an insidious and weak poser.

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* WrittenByTheWinners: PlayedForLaughs. As far as the narrators are concerned, whatever rulers you are serving at the time, regardless of what they are actually doing, are virtuous and wise... right up until they get deposed by someone who doesn't like them, in which case the same narrator will sneer at the past ruler and denounce them as an insidious and weak poser. This can even happy between the ending narrations and the briefings for the next mission, making it seem like the narrator goes from singing the praises of the current ruler to viciously insulting them a moment later
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* WrittenByTheWinners: PlayedForLaughs. As far as the narrators are concerned, whatever ruler you are serving at the time, regardless of what they are actually doing, are virtuous and wise... right up until they get deposed by someone who doesn't like them, in which case that narrator will sneer at the past ruler was an insidious and weak usurper.

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* WrittenByTheWinners: PlayedForLaughs. As far as the narrators are concerned, whatever ruler rulers you are serving at the time, regardless of what they are actually doing, are virtuous and wise... right up until they get deposed by someone who doesn't like them, in which case that the same narrator will sneer at the past ruler was and denounce them as an insidious and weak usurper.poser.

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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 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.

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* ArtificialStupidity: ArtificialStupidity:
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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 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 gets a delivery of 4 loads of clay with no bronze while it has no bronze, and another bronzeware maker next to it has gets 4 loads of bronze but no clay.
** An instance due mostly to limitations of the engine: when a city suffers a famine
and no clay.asks you for food, they ask for a specific type of food. If you send them dozens of units of food of other types, they'll react to it like any normal gift (ie, unless it's something they import, they'll reply "we don't need it but thanks"), and then will be upset if you don't send them the food they asked for on-time.
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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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* 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 little practical purpose but to piss off your rivals, but you can do it.[[note]]It also increases the cost of sending emmisaries to the city again, presumably because they're so scared now they demand higher payment, but this is probably just a minor nuisance to your rival.[[/note]]
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** Lampshaded by woodcutter walkers when the city is under siege: "I would lend my ax to the defense of this city, [[SkewedPriorities but we need this wood and we need it now]]."
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** Soldiers instantly respond to orders, and will depart to conquer a city instantly regardless of their actual location relative to the city limits. However, they still have to actually walk to the city 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 to the enemy city.
** Messengers have this or not depending on 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.
** Cities that send demands to you will not acknowledge you sent them what they asked for until a month or two after the fact, but they acknowledge you responded on time even if they only gave you a month to do so initially.

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** Soldiers instantly respond to orders, and will depart to conquer a city instantly regardless of their actual location relative to the city limits. However, they still have to actually walk to the city 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 to the enemy city. Spies act the same way when you dispatch them to an enemy city.
** Spies and Messengers have this or not depending likewise spawn from your administrative city and move to the city entrance to begin travel to their city of operation. For messengers, though, what happens when they get to the city limits depends on 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 map, and they will respond to the message instantly when the messenger arives. Send a demand and a gift at the same time and usually, despite this variance, the city will respond to both message at the same time, when the gift messenger arrives.
** Cities that send make demands to you will not acknowledge you sent them what they asked for until a month or two after the fact, but they will acknowledge that you responded on time even if by the time they only gave you a month to do so initially.respond the time limit would have passed.

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** 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.

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** 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 Chinese cities and sell it more expensively to Kashgar at inflated prices, partaking in the West.trading game.
** Many later campaigns that have you building the Stone Great Wall often do so with you rebuilding a collapsed wall from an earlier era -- many parts of the Great Wall were built out of wood and packed earth in early times, then reinforced or rebuilt with stone in a later dynasty.



** Several campaigns see your character being sent to a pre-existing city to build it up. Despite the fact that this city existed in just the previous mission and you could trade with them, the map will always spawn completely blank and you need to build from the ground up. These missions ''do'' work in some continuity, though, as usually the resources you lack and will need to import, and the ones you'll be exporting, will line up with the city's imports and exports as an NPC city.



** "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.

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** "The Budding Several missions that demand a period of Buddhism" needs three years of heroes hero visitation typically focus on one particular hero, especially in earlier campaigns when the game's religions are in-universe still growing and a temple complex to complete. As new saints and gods enter worship. However, no matter what the name implies and the briefing narrator tells you, you're supposed says, you are never required to celebrate have any specific hero visit your city, any of them will fulfill the Buddhist Guan Yin... but there's nothing preventing you from using the Daoist goddess Xi Wang Mu to reach both objectives.

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* CursedWithAwesome: Having too large a population can actually be a hindrance to managing your city. With a larger population comes a larger workforce, but the workers of ''Emperor'' are actually very efficient; a workforce of say, five hundred people, can sustain a city of two thousand people, depending on how your labor is divied up. As the population keeps increasing so will the available workforce, leading to unemployment. If you lower wages, the people will be upset; if you build more industries to give them something to do, you can wide up with warehouses clogged full of surplus goods you don't need. Proper city planning and good use of trade routes can help stem the problem, thankfully.



* 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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* MundaneUtility: 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.repeat.
** Need an easy way to employ lots of people to avoid unemployment, but don't want to overproduce resources you don't need? Build a bunch of sentry towers -- even if its just walking in circles on a wall guarding a shrub, work is work.
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** Buildings that spawn service walkers, like religious shrines, inspector towers, and so forth, will only have their walkers walk so far before they return to their spawn building. However, on the return trip they will always take the shortest path back, disregarding gates and roadblocks to get back. Clever city planning can exploit this to effectively double their patrol zone. For example, a herbalist walker will walk 30 tiles before returning to their shop; build their patrol path in a loop 58 tiles long, and when they hit their 30th tile they'll keep walking along the other side of the loop since it is the shorter path back.

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** Buildings that spawn service walkers, like religious shrines, inspector towers, and so forth, will only have their walkers walk so far before they return to their spawn building. However, on the return trip they will always take the shortest path back, disregarding gates and roadblocks in their way, and they will continue to get back.provide standard services to buildings they pass. Clever city planning can exploit this to effectively double their patrol zone. For example, a herbalist walker will walk 30 tiles before returning to their shop; build their patrol path in a loop 58 tiles long, and when they hit their 30th tile they'll keep walking along the other side of the loop since it is the shorter path back.
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* VideoGameDelegationPenalty: Inverted with bribing armies. This is much faster than actually fighting, which cuts into your manpower, slowing down production for months, and frees you from having to maintain expensive troops. That said, if you maintain zero troops whatsoever other cities will happily attack you.
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* JustTheFirstCitizen: Your formal title is usually just "city administrator". Despite this, you not only control the entire day-to-day functions of your city, you also run the military, oversee international trade and diplomacy, and are routinely sent out to found other cities from scratch. While you are almost never TheEmperor, you might as well be for how powerful you are.
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** AI cities will often laugh in your face if you demand something of them, even if it's something they produce in surplus and you have previously sent them dozens of units of goods they need. Conversely, when the AI demands something of you, they will be outraged if you don't comply, even if there's no reasonable way for you to get what they want in time. For instance, they'll demand crops that are out of season, or commodities you simply can't produce, and expect you to pay up with as little as two months of notice.

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** AI cities will often laugh in your face if you demand something of them, even if it's something they produce in surplus and you have previously sent them dozens of units of goods they need. Conversely, when the AI demands something of you, they will be outraged if you don't comply, even if there's no reasonable way for you to get what they want in time. For instance, they'll demand crops that are out of season, or commodities you simply can't produce, and expect you to pay up fork over a dozen units of it with as little as two months of notice.
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* ChekhovsGunman: Those Nomad Camps in the north? Just another city, in fact they quickly become hard to negotiate with, not that there's much to make trade worth it. They're eventually a minor nuisance, best to forget about them and just build up an army in case they attack. Fast forward to the last campaign where they aren't even on the map, until the last few missions where they reappear, now named... '''Mongolian Empire'''? OhCrap.

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* ChekhovsGunman: Those Nomad Camps in the north? Just another city, in fact they quickly become hard to negotiate with, not that there's much to make trade worth it. They're eventually a minor nuisance, best to forget about them and just build up an army in case they attack. Fast forward to the last campaign few campaigns where they aren't even on the map, until the last final few missions where they reappear, now named... '''Mongolian Empire'''? OhCrap.

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* LoopholeAbuse: Buildings that spawn service walkers, like religious shrines, inspector towers, and so forth, will only have their walkers walk so far before they return to their spawn building. However, on the return trip they will always take the shortest path back, disregarding gates and roadblocks to get back. Clever city planning can exploit this to effectively double their patrol zone. For example, a herbalist walker will walk 30 tiles before returning to their shop; build their patrol path in a loop 58 tiles long, and when they hit their 30th tile they'll keep walking along the other side of the loop since it is the shorter path back.

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* LoopholeAbuse: LoopholeAbuse:
**
Buildings that spawn service walkers, like religious shrines, inspector towers, and so forth, will only have their walkers walk so far before they return to their spawn building. However, on the return trip they will always take the shortest path back, disregarding gates and roadblocks to get back. Clever city planning can exploit this to effectively double their patrol zone. For example, a herbalist walker will walk 30 tiles before returning to their shop; build their patrol path in a loop 58 tiles long, and when they hit their 30th tile they'll keep walking along the other side of the loop since it is the shorter path back.back.
** A building's feng shui cannot change after it is constructed. This can be exploited by putting buildings near trees to get them good feng shui, then destroying those trees to change the elemental alignment of the terrain so different buildings can be placed there.

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* HollywoodSpelling: Some city and people names are spelled phonetically instead of how they ought to be spelled. Somewhat justifiable since they're all in Ancient Chinese, and a lot of such names probably can be translated into direct English in different ways.

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* HollywoodSpelling: Some city and people names are spelled phonetically instead of how they ought to be spelled. Somewhat justifiable since they're all in Ancient Chinese, and a lot of such names probably can be translated into direct English in different ways.


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* WrittenByTheWinners: PlayedForLaughs. As far as the narrators are concerned, whatever ruler you are serving at the time, regardless of what they are actually doing, are virtuous and wise... right up until they get deposed by someone who doesn't like them, in which case that narrator will sneer at the past ruler was an insidious and weak usurper.
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* LoopholeAbuse: Buildings that spawn service walkers, like religious shrines, inspector towers, and so forth, will only have their walkers walk so far before they return to their spawn building. However, on the return trip they will always take the shortest path back, disregarding gates and roadblocks to get back. Clever city planning can exploit this to effectively double their patrol zone. For example, a herbalist walker will walk 30 tiles before returning to their shop; build their patrol path in a loop 58 tiles long, and when they hit their 30th tile they'll keep walking along the other side of the loop since it is the shorter path back.
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* DiabolusExMachina: You can reduce the chance of a natural disaster occuring by keeping the ancestors appeased, but sooner or later, it'll hit even if they adore you. Droughts you may not even notice and floods can be prevented by building away from the river. But earthquakes? On a bad day, expect to see more than half your city crumble into ruins instantly, likely killing a good chunk of your population, destroying stockpiles of goods, and costing you thousands in repairs to replace it all. A sufficiently bad earthquake hitting the right buildings could reset an entire city back to square one.
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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 have full right and ability 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 what they want by force. It's almost always a hollow threat, threat coming from an AI opponent, but you the player have full right and ability to can actually do it.

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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.
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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.
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while true, it's not relevant to the trope


** 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.

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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.

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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.
** 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.

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