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** The AI is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly. It's donwplayed compared to ''Caesar III'' and ''Pharaoh''' because the invassions are dynamic and no longer scripted; player actions influence them and prioritizing defense first is reasonably doable and does work as a deterrent.

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** The AI is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly. It's donwplayed compared to ''Caesar III'' and ''Pharaoh''' because the invassions invasions are dynamic and no longer scripted; player actions influence them and prioritizing defense first is reasonably doable and does work as a deterrent.
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** The AI is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly. It's donwplayed compared to ''Caesar III'' and ''Pharaoh''' because the invassions are dynamic and no longer scripted; player actions influence them and prioritizing defense first it's reasonably doable and does work as a deterrent.

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** The AI is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly. It's donwplayed compared to ''Caesar III'' and ''Pharaoh''' because the invassions are dynamic and no longer scripted; player actions influence them and prioritizing defense first it's is reasonably doable and does work as a deterrent.
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** The AI is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly.

to:

** The AI is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly. It's donwplayed compared to ''Caesar III'' and ''Pharaoh''' because the invassions are dynamic and no longer scripted; player actions influence them and prioritizing defense first it's reasonably doable and does work as a deterrent.
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** There are campaign missions where you return to your previous cities, with all the structures placed as you left them. Except you now have to build either a new, massive city district there or an equally large monument - and you've most likely already used up the perfect spot for it in your initial build-up.

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Goddamn Bats is a YMMV trope.


* AlwaysChaoticEvil: Those northern barbarian tribes at the Nomad Camps (later the Xiongnu Empire and eventually the Mongolian Empire) are ''always'' against you. The game even addresses them as GoddamnBats, a nuisance for northern settlements that will pester many dynasties throughout the centuries. In many missions where everyone else is an ally or vassal, they'll likely be the lone city against you.

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* AlwaysChaoticEvil: Those northern barbarian tribes at the Nomad Camps (later the Xiongnu Empire and eventually the Mongolian Empire) are ''always'' against you. hostile. The game even addresses them as GoddamnBats, lampshades that they'll be a nuisance for northern settlements that will pester many dynasties throughout the centuries. In many missions where everyone else is an ally or vassal, they'll likely be the lone city against you.



* ArmyOfThievesAndWhores: Averted, as the only way to build more than two forts is to build up elite housing.

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* ArmyOfThievesAndWhores: Averted, {{Inverted|Trope}}, as the only way to build more than two forts is to build up elite housing.



* AsiansLoveTea: The game is set in Imperial China. Tea is a [[TeaIsClassy top-tier]] commodity necessary to upgrade your housing to its best forms. It's also valuable as a trade good.

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* AsiansLoveTea: The game is set in Imperial China. Tea is both a valuable trade good across China and a [[TeaIsClassy top-tier]] commodity necessary to upgrade your housing to its best forms. It's also valuable as a trade good.{{Lampshade|Hanging}}d in the mission briefing when tea first becomes available; you're warned that demand is skyrocketing among all walks of life.



* FoodGod: The Kitchen God Zhao Jun blesses food shops with extra supplies and [[MiracleFood creates Delicious food]] in the houses he passes.



* RhymesOnADime: The trade caravans.

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* %%* RhymesOnADime: The trade caravans.



* TeaIsClassy: The most high-quality housing in your city requires a steady supply of tea to keep its inhabitants happy, on top of all lesser amenities.

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* TeaIsClassy: The most high-quality Both common and elite housing in your city requires a steady supply of tea to keep its inhabitants happy, evolve fully, on top of all lesser amenities.
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* GodIsDispleased: If an ancestor god's approval level falls to "Angry", you have very little time to placate them with {{offerings|ToTheGods}} before they curse your city in retribution.


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* OfferingsToTheGods: You can sacrifice any kind of trade good to the gods, gaining more approval for larger and more expensive gifts, and the three ancestor gods actually [[GodIsDispleased get angry]] if neglected. A happy enough god will appear in person to demonstrate their approval.


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* PhysicalReligion: If you make a god happy enough, they'll walk the streets of your city, dispensing blessings and providing city-wide benefits.
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* MysticalCityPlanning: Each building and terrain type is associated with one of the five elements; your city's feng shui score is set by the proportion of buildings that are built on elementally harmonious locations. A more harmonious feng shui score improves your approval rating, your city's health, and the [[PhysicalReligion efficacy]] of your OfferingsToTheGods.
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** Various commodities show up roughly when they did in real-life, particularly when it comes to food. Rice is not a staple (and not even accessible early on), millet is the most commonplace crop, tea is considered a luxury item and so on and forth.
** The game takes into account both the development of iron and, later, steel smelting, not just in the form of related commodities, but affecting things like farm output due to access to better, more durable tools - or damage dealt by soldiers.
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* AsiansLoveTea: The game is set in Imperial China. Tea is a [[TeaIsClassy top-tier]] commodity necessary to upgrade your housing to its best forms. It's also valuable as a trade good.
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Crosswicking new trope

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* AncestorVeneration: Three of the worshiped gods (Nu Wa, Shen Nong, and Huang Di) are ancestral heroes, who will send calamity after calamity on the city if not appeased by sacrificing goods to them (other gods are merely neutral when ignored, but their blessings tend to be worth getting).
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* TeaIsClassy: The most high-quality housing in your city requires a steady supply of tea to keep its inhabitants happy, on top of all lesser amenities.
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* BringItBackAlive: Ordinary citizens of your city can only kill (or be killed by) the local fauna. To capture a live specimen for your menagerie, you need to [[PhysicalReligion win the aid of a Hero]].
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''Emperor: Rise of the Middle Kingdom'' (2002), also known as simply ''Emperor'', is the sixth game of the VideoGame/CityBuildingSeries developed by Creator/ImpressionsGames and published by {{Creator/Sierra}}, this time set in Ancient China and developed by Breakaway Games.

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

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

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


* 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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* UnintentionallyUnwinnable: 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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** ''{{VideoGame/Pharaoh}}'': The survivors of demoralized companies will flee back to their forts. Giving them an order will result in the company taking a few steps outside the fort and immediately retreating back into it.
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* ArtificialInsolence: Allied and vassal cities can rebel against you and refuse to fulfill your requests, but the reason why is not always apparent, such as the rate on exported goods being too high for their liking or missing too many deadlines on requests from other cities.
** ''{{VideoGame/Pharaoh}}'': The survivors of demoralized companies will flee back to their forts. Giving them an order will result in the company taking a few steps outside the fort and immediately retreating back into it.
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* FertilityGod: Shen Nong the Divine Farmer is one of the three Ancestor Gods, who can bless farms if kept sufficiently happy.
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* TechnologyMarchesOn: In-universe, in their due time, paper will replace wood as writing material, iron will replace bronze and then be replaced by steel, lacquerware will replace bronzeware, and horsemen will replace chariots.

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* TechnologyMarchesOn: In-universe, in their due time, paper will replace wood as writing material, iron will replace bronze and then be replaced by steel, lacquerware will replace bronzeware, and horsemen will replace chariots. New crops, products and technologies such as rice, irrigation, silk and tea will also appear as the campaign progresses.
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** Peddlers from your market place are absolutely brainless. They have never focus on going to your houses to deliver food, and will just wander off in totally random directions with no houses in sight. Ditto for the inspectors generated by your inspector towers. Basically the only way to get them to where you need to go is to strategically place roadblocks in order to force them down the right path.

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** Peddlers from your market place are absolutely brainless. They have never focus on going to your houses to deliver food, and will just wander off in totally random directions with no houses in sight. Ditto for the inspectors generated by your inspector towers. Basically the only way to get them to where you need to go is to strategically place roadblocks in order to force them down the right path. Thankfully, Emperor added new type of gates, which allow to chose who can pass them, making the control over peddlers and inspectors so much easier.
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* GottaCatchThemAll: Filling the palace menagerie with the assorted animals of China. Only a few of them can be gathered locally, the rest need to be traded.
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* PatronGod: Divine worship follows a similar system to ''VideoGame/{{Pharaoh}}'''s, but only three entities are actually gods (the others are ascended mortals like UsefulNotes/GuanYu, [[Literature/TheArtOfWarSunTzu Sun Tzu]] and Creator/{{Confucius}}), and only those three get pissed off if they don't receive regular sacrifices. They also bless their own specific industries.
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wu


** Elite housing provides ten times more taxes than commoners, but occupy four times the land and hold a third of the people, who won't enter the workforce. Building them up also demands 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.

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** Elite housing provides ten times more taxes than commoners, but occupy four times the land and hold a third of the people, who won't enter the workforce. Building them up also demands 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), or require them for level objectives, you'll want to avoid Elite housing.
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None

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** Peddlers from your market place are absolutely brainless. They have never focus on going to your houses to deliver food, and will just wander off in totally random directions with no houses in sight. Ditto for the inspectors generated by your inspector towers. Basically the only way to get them to where you need to go is to strategically place roadblocks in order to force them down the right path.

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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 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:
-->"Those folks are the hemp farm are a bit odd. But if they keep me well-supplied, how can I complain?" \\
(during a siege) "I better hide before my business goes up in smoke!"

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%% * GettingCrapPastTheRadar: Hemp cloth GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is one of on-page examples only until 01 June 2021. If you are reading this in the core resources of any city, which is historically accurate, future, please check the Chinese along with a lot of other civilizations used hemp for clothing. But trope page to make sure your example fits the game includes winks and nudges about 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:
-->"Those folks are the hemp farm are a bit odd. But if they keep me well-supplied, how can I complain?" \\
(during a siege) "I better hide before my business goes up in smoke!"
current definition.
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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 (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 (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.



* 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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** The IA is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly.

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** The IA AI is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeatedly.
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** The IA is very fond of KickThemWhileTheyAreDown. AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeteadly.

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** The IA is very fond of KickThemWhileTheyAreDown. Hostile AI cities will know if you have a small military, which is often the case until mid-game and will proceed to GangUpOnTheHuman repeteadly.repeatedly.

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