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* RateLimitedPerpetualResource: While resource nodes are limited, they contain such large amounts (and can only be harvested by up to six workers) that they're functionally infinite but very slow to accumulate, meaning a player who doesn't expand to other resource nodes will find himself outgunned very quickly. The sequel outright gives them infinite quantities.
** Averted with forage patches and animals which have intentionally limited resources, as the player is meant to build farms to gain food. The sequel features infinite food nodes, but still expects the player to build farms to supplement their income.
** All games in the series have ways of increasing the efficiency of resource gathering:
*** In the first game, the amount of resources obtained per worker cycle can be increased by permanently staffing a drop-off building with workers, with a maximum of 50 doubling the amounts of resources dropped off at that building. The sequel makes it a smaller bonus and the workers aren't removed from the headcount.
*** One civilization has the ability to send seven workers per node instead of six.
*** Resource collection rates for individual resources can be increased via upgrades at the central building in the first game, and for basic or special resources via research points in the second.
** The second game gives Markets and Docks the ability to generate gold through trade units that head to another trade building to drop off their cargo, generating more gold the longer the trade route. However, the speed at which gold is made is limited by the trader's unloading speed (and several upgrades reduce this downtime).
** Often averted in campaign missions where resources are scarce but can be obtained by trade with another player or by destroying and raiding their buildings. The second game's Market building allows the player to exchange resources for gold, but the exchange rate increases/decreases very swiftly with every purchase/sale.
** The second game has resources that become obsolete as they progress through TechnologyLevels: Tin is no longer needed after Saltpeter becomes necessary for firearms in the Renaissance, Iron is no longer needed after Oil becomes a commodity in the Industrial age, and Saltpeter is replaced by Uranium in the modern age. Not only do they still take up space on the map, workers can't harvest them anymore.
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* CyberneticsEatYourSoul: Subverted in the [[20MinutesIntoTheFuture Russian Campaign]]; after General Molotov absorbs a lethal amount of radiation, Grigor II has him [[UnwillingRoboticisation turned into a cyborg]], causing the previously loyal General to begin questioning his leaders methods, concerned with the possibility of losing more of his humanity. Ultimately he [[DefectorFromDecadence defects]] from Novaya Russia when Grigor II callously orders him to [[FinalSolution wipe out the population of Cuba]] for being [[ColdEquation too troublesome to rule in the long term]].

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* CyberneticsEatYourSoul: Subverted in the [[20MinutesIntoTheFuture [[TwentyMinutesIntoTheFuture Russian Campaign]]; after General Molotov absorbs a lethal amount of radiation, Grigor II has him [[UnwillingRoboticisation turned into a cyborg]], causing the previously loyal General to begin questioning his leaders methods, concerned with the possibility of losing more of his humanity. Ultimately he [[DefectorFromDecadence defects]] from Novaya Russia when Grigor II callously orders him to [[FinalSolution wipe out the population of Cuba]] for being [[ColdEquation too troublesome to rule in the long term]].
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Added example(s), Crosswicking

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*CyberneticsEatYourSoul: Subverted in the [[20MinutesIntoTheFuture Russian Campaign]]; after General Molotov absorbs a lethal amount of radiation, Grigor II has him [[UnwillingRoboticisation turned into a cyborg]], causing the previously loyal General to begin questioning his leaders methods, concerned with the possibility of losing more of his humanity. Ultimately he [[DefectorFromDecadence defects]] from Novaya Russia when Grigor II callously orders him to [[FinalSolution wipe out the population of Cuba]] for being [[ColdEquation too troublesome to rule in the long term]].
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* {{Stripperific}}: Digital Age medics, despite being outfitted with a military-green uniform with a protective face-hiding helmet like the epoch's Sentinel riflemen, wear very short shorts which expose their bare thighs to the battlefield.
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* CapRaiser:
*** The Coliseum wonder increases the builder's total population cap while lowering it for everyone else.
*** Population cap can regularly be increased by research every few eras.
** ''VideoGame/EmpireEarthII'': Every 3 epochs, one of the available researches gives extra slots for Garrisonable Structures like towers and fortresses. The latter is particularly important for Western civilizations, as their modern-age power lets them teleport a garrison anywhere on the map via air-drop.
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Correcting /Main red links


* AlternatePersonalityPunishment: After Grigor II (a giant robot with an AI powerful enough to serve as Grigor's heir) becomes a totalitarian dictator, Molotov (a TrueBeliever in Grigor's cause) returns to the past in the hopes of convincing Grigor of taking Novaya Russia down another path to avoid turning the revolution that returned Russia to a global superpower into a fascist nightmare. Unfortunately, [[StrawHypocrite Grigor turns out to have no problem letting things turn out this way as long as he's in power.]] Molotov shoots him dead and returns to the future, but the ending doesn't show whether this was for good or bad.

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* AlternatePersonalityPunishment: After Grigor II (a giant robot with an AI powerful enough to serve as Grigor's heir) becomes a totalitarian dictator, Molotov (a TrueBeliever true believer in Grigor's cause) returns to the past in the hopes of convincing Grigor of taking Novaya Russia down another path to avoid turning the revolution that returned Russia to a global superpower into a fascist nightmare. Unfortunately, [[StrawHypocrite Grigor turns out to have no problem letting things turn out this way as long as he's in power.]] Molotov shoots him dead and returns to the future, but the ending doesn't show whether this was for good or bad.






** In the Roman campaign, one barbarian army uses wolves (renamed guard dogs) as AttackAnimals.

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** In the Roman campaign, one barbarian army uses wolves (renamed guard dogs) as AttackAnimals.{{Attack Animal}}s.



* RuleOfFunny: Prophets in the modern and future eras wear sandwich boards reading "TheEndIsNear". [[NakedPeopleAreFunny And nothing else.]]

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* RuleOfFunny: Prophets in the modern and future eras wear sandwich boards reading "TheEndIsNear"."[[TheEndIsNigh The End Is Near]]". [[NakedPeopleAreFunny And nothing else.]]
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** In [=EE2=], every faction has three unique units that can be built during the first/middle/last five epochs (Stone Age through Middle Ages, Renaissance through World War I, and the modern era onwards). The units start out incredibly advanced (like mail-armored men pushing a mangonel alongside cavemen) and get progressively more obsolete (such as [=WW2=] Zeroes flying alongside space planes or WW1 machine gunners and cyborgs and minigunners).

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** In [=EE2=], every faction has three unique units that can be built during the first/middle/last five epochs (Stone Age through Middle Ages, Renaissance through World War I, and the modern era onwards). The units start out incredibly advanced (like mail-armored men pushing a mangonel alongside cavemen) and get progressively more obsolete (such as [=WW2=] Zeroes flying alongside space planes or WW1 [=WW1=] machine gunners and cyborgs and minigunners).

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* CreatorProvincialism: The default WW1-era infantry unit for most factions is the "[[https://en.wikipedia.org/wiki/Doughboy Doughboy]]", that being US soldiers deployed on the Western Front between 1917 and 1918.

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* CreatorProvincialism: The default WW1-era UsefulNotes/WW1-era infantry unit for most factions is the "[[https://en.wikipedia.org/wiki/Doughboy Doughboy]]", that being US soldiers deployed on the Western Front between 1917 and 1918.
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* CreatorProvincialism: The default WW1-era infantry unit for most factions is the "[[https://en.wikipedia.org/wiki/Doughboy Doughboy]]", that being US soldiers deployed on the Western Front between 1917 and 1918.
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I'm sorry, but I see nothing in the scene suggesting that Grigor II wants to kill the captured Chinese; he even literally says "their reward shall be their lives"


* RewardedAsATraitorDeserves: When Grigor II and Molotov convince a Chinese town to join their side and help them with invading China, Molotov hopes that the defectors would at least be rewarded for assisting them; Grigor II's response? Execute them, whether because he perceives them as a future threat or just ForTheEvulz isn't made apparent.

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Similar to Emsemble Studios' ''VideoGame/AgeOfEmpires'', the player controls a civilization as it advances through "epochs" from the ''Stone Age'' to the ''Robotics Age'' with the Space Age added in the ''Art of Conquest'' expansion. Specific buildings allow the construction of units and the research of improvements. The game employs a complex technology tree, with literally hundreds of land, sea, and air-based units. The goal, outside the preset scenarios, is the military destruction of the opponent or the construction of ''Wonders'' (Big historical monuments). Users can play against the computer or other players online.

The original was very well received, prompting the release of Empire Earth II in 2005. That also did fairly well.

''Empire Earth II'' changed the formula in favor of territory management and tech points obtained from universities and temples that are used to upgrade your civilization's military, economy and infrastruture to advance to the next epoch. A year later it received an expansion titled ''Art of Supremacy'' that includes three new campaigns, two African civilizations and some new skirmish/multiplayer options and modes.

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Similar to Emsemble Studios' ''VideoGame/AgeOfEmpires'', the player controls a civilization as it advances through "epochs" from the ''Stone Age'' prehistoric era to the ''Robotics Age'' "Nano Age", with the Space Age an additional "Space Age" added in the ''Art of Conquest'' expansion. Specific buildings allow the construction of units and the research of improvements. The game employs a complex technology tree, with literally hundreds of land, sea, and air-based units. The goal, outside the preset scenarios, is the military destruction of the opponent or the construction of ''Wonders'' (Big (large historical monuments). Users can play against the computer or other players online.

The original was very well received, prompting the release of Empire Earth II in 2005. That also did fairly well.

''Empire Earth II'' in 2005, which also did fairly well. The second game changed the formula in favor of territory management and tech points obtained from universities and temples that are used to upgrade your civilization's military, economy and infrastruture infrastructure to advance to the next epoch. A year later it received an expansion titled ''Art of Supremacy'' that includes three new campaigns, two African civilizations and some new skirmish/multiplayer options and modes.
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the trope is about actors


* PoorMansSubstitute: Palisades are a cheaper form of wall and tower that use wood instead of stone and have less health and damage. Averted with the Bamboo palisade tower, since it packs a ''machine gun'' and attacks faster than the standard tower (and thus is unavailable in skirmishes).

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** Novaya Russia in the first game has conquered Europe, East Russia and all of the world, but they won't manage to conquer the United States; in fact, that's the turning point that erases Novaya Russia from history.
*** Subverted in that America doesn't actually contribute much until Molotov defects to their side. Considering that Grigor II captured the time machine at some point after Molotov and Molly left, it's quite likely the [[InferredHolocaust America of the future was obliterated by the Novaya Russian forces before they traveled back to the past.]]

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** Somewhat yes, but mostly no. Novaya Russia in the first game has conquered Europe, East Russia and conquers all of the world, but they won't manage to conquer Europe and Asia, leaving the United States; in fact, that's States as the turning point that erases only power able to potentially resist. However, by this point, the United States realizes they don't have a chance of defeating Novaya Russia militarily. Only Molotov's defection with the blueprints for a time machine gives them hope of traveling to the past and preventing it all from history.
*** Subverted in that America doesn't actually contribute much until Molotov defects
happening. However, the United States was not able to their side. Considering that prevent Grigor II captured from capturing the time machine at some point after in the present and following Molotov and Molly left, it's quite likely the [[InferredHolocaust America of the future was obliterated by the Novaya Russian forces before they traveled back to the past.]] past. Grigor II even points out that the fact he was able to travel to the past at all indicates that Molotov's plan will ultimately fail (as if it succeeded, Grigor II presumably wouldn't exist in the future to travel back in time in the first place). The game ultimately leaves the question of whether Molotov changing the past leads to a better or worse future completely unanswered.
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* BattleCry: A power available to Strategist heroes, with the one used by William the Conqueror sounding remarkably like the Long Patrol’s battlecry “Eulalia” from {{Literature/Redwall}}.
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* ArbitraryMinimumRange: Curiously enough, averted for catapults and trebuchets, which are capable of hitting units attacking them in melee (it's just horribly inefficient) by flinging their payloads near-vertically. Played straight for gunpowder artillery, who have minimum ranges.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: Curiously enough, averted for catapults and trebuchets, which are capable of hitting units attacking them in melee (it's just horribly inefficient) by flinging their payloads near-vertically. Played straight for gunpowder artillery, who have minimum ranges.
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* UniquenessRule: In ''II'', Wonders are not just one per player, they're one per ''game'': as soon as one player completes their wonder, it's unavailable to everyone else (even if they were building their own) and can't be rebuilt if destroyed.

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* AttackAnimal: Caesar keeps two tigers (named Romulus and Remus) which he's trained to attack on command. Sadly, they're nowhere near as strong as standard units, and can't be healed.



* CoolPet: Caesar keeps two tigers (named Romulus and Remus) which he's trained to attack on command. Sadly, they're nowhere near as strong as standard units, and can't be healed.
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** The second game makes them available to all civs, now leaving radiation damage as well. One widespread mod focuses almost entirely on different types of ICBMs and ways to counter them.

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** The second game makes them available to all civs, now leaving radiation damage as well. One widespread mod focuses almost entirely on different types of ICBMs [=ICBMs=] and ways to counter them.



* SuperPersistentMissile: A homing projectile will NEVER stop until the unit that it's chasing is dead or the unit that fired it is dead (and in the case of ICBMs, will keep going as well). The same rule applies for torpedoes.

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* SuperPersistentMissile: A homing projectile will NEVER stop until the unit that it's chasing is dead or the unit that fired it is dead (and in the case of ICBMs, [=ICBMs=], will keep going as well). The same rule applies for torpedoes.
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* DidntThinkThisThrough: Count Holck flies through the burning town of Wicznice which starves the engine of oxygen and slows the biplane down long enough for Russian Anti-air fire to hit it.
-->'''Holck''': "Nonsense! We fly straight through!"
-->'''*Biplane Engine Sputters*'''
-->'''Holck''': "What has happened!? I'm losing control! The engine is dying!"

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* DidntThinkThisThrough: Count Holck flies through the burning town of Wicznice Wicznice, which starves the his biplane's engine of oxygen and slows the biplane oxygen, slowing it down long enough for Russian Anti-air anti-air fire to hit it.
-->'''Holck''': "Nonsense! -->'''Holck:''' Nonsense! We fly straight through!"
-->'''*Biplane Engine Sputters*'''
-->'''Holck''': "What
through!\\
''(biplane engine sputters)''\\
'''Holck:''' What
has happened!? I'm losing control! The engine is dying!"dying!
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Up To Eleven is a defunct trope


** Emptying a now-advanced Fortress you garrisoned in a past epoch, and receiving an army of outdated troops with long-dead tech trees, such as swordsmen, archers, cavalry, or even rock-throwing ''[[UpToEleven cavemen]]''.

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** Emptying a now-advanced Fortress you garrisoned in a past epoch, and receiving an army of outdated troops with long-dead tech trees, such as swordsmen, archers, cavalry, or even rock-throwing ''[[UpToEleven cavemen]]''.''cavemen''.



** UpToEleven in [=EE2=], where every faction has three unique units that can be built during the first/middle/last five epochs (Stone Age through Middle Ages, Renaissance through World War I, and the modern era onwards). The units start out incredibly advanced (like mail-armored men pushing a mangonel alongside cavemen) and get progressively more obsolete (such as [=WW2=] Zeroes flying alongside space planes or WW1 machine gunners and cyborgs and minigunners).

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** UpToEleven in In [=EE2=], where every faction has three unique units that can be built during the first/middle/last five epochs (Stone Age through Middle Ages, Renaissance through World War I, and the modern era onwards). The units start out incredibly advanced (like mail-armored men pushing a mangonel alongside cavemen) and get progressively more obsolete (such as [=WW2=] Zeroes flying alongside space planes or WW1 machine gunners and cyborgs and minigunners).
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* BackToTheEarlyInstallment: The final level of the Russian campaign sends the heroes back in time to the first level, but on the opposite side as they're there to stop Grigor Stoyanovich (the campaign's initial hero) before he can turn evil. Unfortunately, his successor also had access to the time machine, and is helping Grigor by bringing in troops from the future, two or three [[TechnologyLevel Technology Levels]] ahead of you. The mission ends without telling you whether the future changed for good or bad.

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* BackToTheEarlyInstallment: The final level of the Russian campaign sends the heroes back in time to the first level, but on the opposite side as they're there to stop Grigor Stoyanovich (the campaign's initial hero) before he can turn evil. Unfortunately, his successor also had access to the time machine, and is helping Grigor by bringing in troops from the future, two or three [[TechnologyLevel Technology Levels]] TechnologyLevels ahead of you. The mission ends without telling you whether the future changed for good or bad.
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* AsceticAesthetic

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* AsceticAestheticAsceticAesthetic: The color scheme for architecture from the Digital Age onward is white, black, and faction color.
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* AreaOfEffect: The nuclear weapon in the first game. And general artillery, too (although not as stupidly destructive)

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* AreaOfEffect: The first game has the prophet's Malaria and Earthquake abilities (which are dangerous in the early game), as well as general artillery and the nuclear weapon in the first game. And general artillery, too (although not as stupidly destructive)weapons.
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* ArbitraryHeadcountLimit: Each battle or scenario has a global unit limit, which is then divided equally among players. Of particular note is the Russian campaign mission, ''A Change in Heart'', which crashes because your forces change sides, and causes a crash because your previous forces join a team that now has too many units.


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* VariableMix: There's non-combat and combat music themes.
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Creepy Cool Crosses has been renamed and redefined to Creepy Crosses as per this TRS threadZero Context Examples and examples that don’t fit the trope will be removed. The trope is about crosses being used as a symbol of the occult.


* CreepyCoolCrosses: Novaya Russia heavily uses Orthodox tri-bar crosses in their imagery.
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* SpaceTravelVeto: The "Eye of God" mission in the expansion's future campaign has you send resources up to a Martian colony while fighting off attacks from religious terrorists (the titular Eye of God) who think mankind needs to stay on Earth and are willing to kill you to ensure it.
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* ArtificialInsolence: You can use a flare to signal allies to send troops at that point. AI players will either obey or respond with various degrees of snark, such as mentioning that all their bombers are busy at the moment (even in the Stone Age).
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Did a crosswick for Historical Domain Superperson

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* HistoricalDomainSuperperson: Strategist heroes (historical characters who often get a HistoricalBadassUpgrade as well) get a BattleCry ability that greatly reduces enemy armor and have a single-target healing ability. Including the likes of William the Conqueror, Isabella of Castille, UsefulNotes/ElizabethI, UsefulNotes/NapoleonBonaparte, and UsefulNotes/{{Charlemagne}}.
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* {{Expy}}: Molly Ryan from the later missions of the Russian Campaign is for all intents and purposes a bizarre hybrid of [[Literature/Neuromancer Molly Millions]] and [[Anime/GhostInTheShell Major Motoko Kusanagi]]

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* {{Expy}}: Molly Ryan from the later missions of the Russian Campaign is for all intents and purposes a bizarre hybrid of [[Literature/Neuromancer Molly Millions]] and an American [[Anime/GhostInTheShell Major Motoko Kusanagi]]
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* {{Expy}}: Molly Ryan from the later missions of the Russian Campaign is for all intents and purposes a bizarre hybrid of [[Literature/Neuromancer Molly Millions]] and [[Anime/GhostInTheShell Major Motoko Kusanagi]]

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