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* TheDogBitesBack: Capture the capital of an [[AnarchyIsChaos anarchic state]], there is a 90% chance of {{civil war}}, [[DayOfTheJackboot with despotism]] it is 80%, [[TheEmpire with monarchy]] it is 70%, [[DirtyCommunists with communism]] it is 50%, [[TheRepublic with republic]] it is 40% and [[VideoGameCaringPotential with democracy]] it is 30%. The point is, the harsher your government, the more your people want independence from you once your [[DecapitatedArmy capital is lost]]. However [[HypocriticalHumour unpleasant it is to have this happen to you]], bear in mind that the same odds apply when you do [[MoralMyopia the same to your enemies]], [[ComedicSociopathy in which case it is satisfying to watch the]] {{enemy civil war}}.
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* GoodPaysBetter: Running a democratic regime is a common endgame choice (the other being {{Communism}}, which allows [[VideoGameCrueltyPotential repression of the populace]] to prevent anyone from opposing your command economy and large military) [[PragmaticVillainy not because it is nicer to your citizens]], but because it [[MoneyDearBoy allows for greater income]] and most of all, it eliminates corruption meaning that there is no loss of income in cities far from the capital and [[ScrewTheMoneyIHaveRules nobody can pay your units or cities to betray you and join them]].
%%* HoneyTrap: [[DirtyCommunists Communist nations]] produce spies with an automatic extra experience level.
%%* HoneyTrap: [[DirtyCommunists Communist nations]] produce spies with an automatic extra experience level.
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* GoodPaysBetter: Running a democratic regime is a common endgame choice (the other being {{Communism}}, Communism, which allows [[VideoGameCrueltyPotential repression of the populace]] to prevent anyone from opposing your command economy and large military) [[PragmaticVillainy not because it is nicer to your citizens]], but because it [[MoneyDearBoy [[{{invoked}} ]][[MoneyDearBoy allows for greater income]] and most of all, it eliminates corruption meaning that there is no loss of income in cities far from the capital and [[ScrewTheMoneyIHaveRules nobody can pay your units or cities to betray you and join them]].
%%* * HoneyTrap: Spies (the unit replacing early game Diplomat) are explicitly female. [[DirtyCommunists Communist nations]] produce spies with an automatic extra experience level.
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* TheDogBitesBack: Capture the capital of an [[AnarchyIsChaos anarchic state]], there is a 90% chance of {{civil war}}, [[DayOfTheJackboot with despotism]] it is 80%, [[TheEmpire with monarchy]] it is 70%, [[DirtyCommunists with communism]] it is 50%, [[TheRepublic with republic]] it is 40% and [[VideoGameCaringPotential with democracy]] it is 30%. The point is, the harsher your government, the more your people want independence from you once your [[DecapitatedArmy capital is lost]]. However [[HypocriticalHumour unpleasant it is to have this happen to you]], bear in mind that the same odds apply when you do [[MoralMyopia the same to your enemies]], [[ComedicSociopathy in which case it is satisfying to watch the]] {{enemy civil war}}.
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Hundred Percent Adoration Rating was renamed Universally Beloved Leader in TRS. If an example was removed, it likely isn't a good example as written
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* HundredPercentAdorationRating: Like in Civ, cities with very happy citizens (possible with various wonders and buildings that make discontent citizens content and increasing Luxury,boosted by caravan trade routes and various buildings, to make content citizens happy) celebrate and instantly grow irrespective of how full their granaries are.
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I Love Nuclear Power is dewicked
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] TechTree, but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when they can nuke up to 4 cities with one blast, provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] TechTree, but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when they can nuke up to 4 cities with one blast, provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], nukes, [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
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* ClimateChange: Each time pollution worsens and global warming advances, the entire world loses coastal land for jungles and swamps, and inland squares are lost to desert. This tends to devastate cities and leads to global impoverishment. Forcing global warming [[http://freeciv.wikia.com/wiki/Global_Warming#Eco-terrorism can be used offensively against other players]].
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* GlobalWarming: Each time pollution worsens and global warming advances, the entire world loses coastal land for jungles and swamps, and inland squares are lost to desert. This tends to devastate cities and leads to global impoverishment. Forcing global warming [[http://freeciv.wikia.com/wiki/Global_Warming#Eco-terrorism can be used offensively against other players]].
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Renamed per TRS
* ClimateChange: Each time pollution worsens and global warming advances, the entire world loses coastal land for jungles and swamps, and inland squares are lost to desert. This tends to devastate cities and leads to global impoverishment. Forcing global warming [[http://freeciv.wikia.com/wiki/Global_Warming#Eco-terrorism can be used offensively against other players]].
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* GlobalWarming: Each time pollution worsens and global warming advances, the entire world loses coastal land for jungles and swamps, and inland squares are lost to desert. This tends to devastate cities and leads to global impoverishment. Forcing global warming [[http://freeciv.wikia.com/wiki/Global_Warming#Eco-terrorism can be used offensively against other players]].
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''Freeciv'' is a FOSS (Free / Open Source Software) implementation of the ''VideoGame/{{Civilization}}'' family of turn-based strategy games, borrowing mainly from Civs 1 and 2[[note]]with recent versions also taking influence from Civ 3[[/note]]. Several rule sets are provided allowing for different types of game behavior. In addition, because the source code to the game itself is available, a sufficiently motivated and knowledgeable person can implement changes to the game's behavior beyond anything possible merely by changing the rule set the game uses, including behavior not found in the commercial precursors to this game.
Most things involving it (including downloads) can be found at [[http://freeciv.wikia.com/wiki/Main_Page its wiki]].
Most things involving it (including downloads) can be found at [[http://freeciv.wikia.com/wiki/Main_Page its wiki]].
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''Freeciv'' is a FOSS (Free / Open Source Software) implementation of the ''VideoGame/{{Civilization}}'' family of turn-based strategy games, borrowing mainly from Civs 1 ''Civilization I'' and 2[[note]]with recent versions also taking influence ''II'' with some elements from Civ 3[[/note]].''III''. Several rule sets are provided allowing for different types of game behavior. In addition, because the source code to the game itself is available, a sufficiently motivated and knowledgeable person can implement changes to the game's behavior beyond anything possible merely by changing the rule set the game uses, including behavior not found in the commercial precursors to this game.
Most things involving it (including downloads) can be found at[[http://freeciv.wikia.[[https://freeciv.fandom.com/wiki/Main_Page its wiki]].
Most things involving it (including downloads) can be found at
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* EasyCommunication: As in all the Civ games, you can instantaneously order around everyone in a civilization spanning continents without any communications tech developed. ZigZagged with diplomacy though: By default you loose contact with other nations 20 turns after encountering their units/territory. Without embassies, you can't exchange tech (only sell yours).
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* EasyCommunication: As in all the Civ games, you can instantaneously order around everyone in a civilization spanning continents without any communications tech developed. ZigZagged with diplomacy though: By default you loose lose contact with other nations 20 turns after encountering their units/territory. Without embassies, you can't exchange tech (only sell yours).
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] {{Tech Tree}} but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when they can nuke up to 4 cities with one blast, provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] {{Tech Tree}} TechTree, but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when they can nuke up to 4 cities with one blast, provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
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Honey Trap is Zero Context; no grouping tropes together; added context to a couple of tropes
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* HoneyTrap: [[DirtyCommunists Communist nations]] produce spies with an automatic extra experience level.
* HundredPercentAdorationRating / APartyAlsoKnownAsAnOrgy: Like in Civ, cities with very happy citizens (possible with various wonders and buildings that make discontent citizens content and increasing Luxury,boosted by caravan trade routes and various buildings, to make content citizens happy) celebrate and instantly grow irrespective of how full their granaries are.
* HundredPercentAdorationRating / APartyAlsoKnownAsAnOrgy: Like in Civ, cities with very happy citizens (possible with various wonders and buildings that make discontent citizens content and increasing Luxury,boosted by caravan trade routes and various buildings, to make content citizens happy) celebrate and instantly grow irrespective of how full their granaries are.
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*
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* PleaseSelectNewCityName
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* PleaseSelectNewCityNamePleaseSelectNewCityName: When you found a new city you can choose its name (though a random name will be suggested based on your chosen civilization).
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* RandomlyGeneratedLevels
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* RandomlyGeneratedLevelsRandomlyGeneratedLevels: When starting a new game the world map is randomly generated based on certain settings that can be changed by the player (such as, but not limited to, the size of the map, how much of it is water, and the average temperature of the world).
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* TheDogBitesBack: Capture the capital of an [[AnarchyIsChaos anarchic state]], there is a 90% chance of {{civil war}}, [[DayOfTheJackboot with despotism]] it is 80%, [[TheEmpire with monarchy]] it is 70%, [[DirtyCommunists with communism]] it is 50%, [[TheRepublic with republic]] it is 40% and [[VideoGameCaringPotential with democracy]] it is 30%. The point is, the harsher your government, the more your people want independence from you once your [[DecapitatedArmy capital is lost]].
** However [[HypocriticalHumour unpleasant it is to have this happen to you]], bear in mind that the same odds apply when you do [[MoralMyopia the same to your enemies]], [[ComedicSociopathy in which case it is satisfying to watch the]] {{enemy civil war}}.
** However [[HypocriticalHumour unpleasant it is to have this happen to you]], bear in mind that the same odds apply when you do [[MoralMyopia the same to your enemies]], [[ComedicSociopathy in which case it is satisfying to watch the]] {{enemy civil war}}.
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* TheDogBitesBack: Capture the capital of an [[AnarchyIsChaos anarchic state]], there is a 90% chance of {{civil war}}, [[DayOfTheJackboot with despotism]] it is 80%, [[TheEmpire with monarchy]] it is 70%, [[DirtyCommunists with communism]] it is 50%, [[TheRepublic with republic]] it is 40% and [[VideoGameCaringPotential with democracy]] it is 30%. The point is, the harsher your government, the more your people want independence from you once your [[DecapitatedArmy capital is lost]].
**lost]]. However [[HypocriticalHumour unpleasant it is to have this happen to you]], bear in mind that the same odds apply when you do [[MoralMyopia the same to your enemies]], [[ComedicSociopathy in which case it is satisfying to watch the]] {{enemy civil war}}.
**
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''Freeciv'' is a FOSS (Free / Open Source Software) implementation of the ''VideoGame/{{Civilization}}'' family of turn-based strategy games. Several rule sets are provided allowing for different types of game behavior. In addition, because the source code to the game itself is available, a sufficiently motivated and knowledgeable person can implement changes to the game's behavior beyond anything possible merely by changing the rule set the game uses, including behavior not found in the commercial precursors to this game.
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''Freeciv'' is a FOSS (Free / Open Source Software) implementation of the ''VideoGame/{{Civilization}}'' family of turn-based strategy games.games, borrowing mainly from Civs 1 and 2[[note]]with recent versions also taking influence from Civ 3[[/note]]. Several rule sets are provided allowing for different types of game behavior. In addition, because the source code to the game itself is available, a sufficiently motivated and knowledgeable person can implement changes to the game's behavior beyond anything possible merely by changing the rule set the game uses, including behavior not found in the commercial precursors to this game.
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Added image.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/freeciv_image.png]]
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How To Write An Example - Don't Write Reviews
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] {{Tech Tree}} but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when [[CrowningMomentOfAwesome they can nuke up to 4 cities with one blast]], provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] {{Tech Tree}} but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when [[CrowningMomentOfAwesome they can nuke up to 4 cities with one blast]], blast, provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
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None
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This is a FOSS (Free / Open Source Software) implementation of the VideoGame/{{Civilization}} family of turn-based strategy games. Several rule sets are provided allowing for different types of game behavior. In addition, because the source code to the game itself is available, a sufficiently motivated and knowledgeable person can implement changes to the game's behavior beyond anything possible merely by changing the rule set the game uses, including behavior not found in the commercial precursors to this game.
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* GoodPaysBetter: Running a democratic regime is a common endgame choice (the other being {{Communism}}, which allows [[VideoGameCrueltyPotential repression of the populace]] to prevent anyone from opposing your command economy and large military) [[PragmaticVillainy not because it is nicer to your citizens]], but because it [[MoneyDearBoy allows for greater income]] and most of all, it eliminates corruption meaning that there is no loss of income in cities far from the capital and [[ScrewTheMoneyIHaveRules nobody can pay your units or cities to betray you and join them]].
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----
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** However [[HypocriticalHumour unpleasant it is to have this happen to you]], bear in mind that the same odds apply when you do [[MoralMyopia the same to your enemies]], [[ComedicSociopathy in which case it is satisfying to watch the]] {{enemy civil war}}.
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None
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] {{Tech Tree}} but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when [[CrowningMomentOfAwesome they can nuke up to 4 cities with one blast]], provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
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* PerpetualPoverty: Some nations start on remote islands/continents with no production point bearing biomes. They are literally stuck in the Stone Age because they cannot build new units to expand/conquer and because they are unable to produce any form of research. [[TheWoobie Nations in such a terrible situation are almost begging to be put out of their misery]].
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None
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* CorruptPolitician: [[CloakAndDagger Spies and diplomats]] can be paid to "incite a revolt" in non-allied cities as a "[[InsistentTerminology diplomatic action]]", which leads to the city becoming yours. The price depends on city size, buildings within city, wealth of the nation on the receiving end of this treatment, units in city and corruption level (cities owned by democracies have zero corruption and thus cannot be bribed).
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* CorruptPolitician: [[CloakAndDagger Spies Spies]] and [[AssInAmbassador diplomats]] can be paid to "incite "[[StagedPopulistUprising incite a revolt" revolt]]" in non-allied cities as a "[[InsistentTerminology diplomatic action]]", which which, if successful, leads to the city becoming yours. The price depends on city size, buildings within city, wealth of the nation on the receiving end of this treatment, units in city and corruption level (cities owned by democracies have zero corruption and thus cannot be bribed).
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** Each terrain has its properties: Rivers allow faster transport, but Bridge building technology is required to build roads on or across them. Hills and mountains offer extra defense and production points, but allow low mobility and low food points, which is also true for forests. Grassland has high food points but low or no production points. Wine, Silk, Gems and Gold in hills, forests, jungles and mountains respectively bring high trade but low production points, while vice versa applies in the same biomes for Coal, Pheasants, Fruits (high food instead for the previous two) and Iron. Utilizing ocean or lake squares for production, trade and food may offer less than certain land squares, but ocean and lake squares cannot be polluted or suffer nuclear fallout and thus can be constantly exploited.
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** Each terrain has its properties: Rivers allow faster transport, but Bridge building technology is required to build roads on or across them. Hills and mountains offer extra defense and production points, but allow low mobility and low food points, which is also true for forests. Grassland has high food points and good mobility but low or no production points. points and no defensive qualities. Wine, Silk, Gems and Gold in hills, forests, jungles and mountains respectively bring high trade but low production points, while vice versa applies in the same biomes for Coal, Pheasants, Fruits (high food instead for the previous two) Pheasants and Fruits) and Iron. Utilizing Meanwhile, plains are the {{jack of all stats}} biome with reasonable food and production, good mobility but no defensive qualities. Utilising ocean or lake squares for production, trade production and food may offer less than certain land squares, but ocean and lake squares have high trade points (but you can't increase its trade point value) and cannot be polluted or suffer nuclear fallout and thus can be constantly exploited.
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** There are 6 basic types of units: {{GlassCannon cheap offensive units with very high attack but very low defense]] (e.g. archer, catapult, cannon, artillery, howitzer, submarine), [[LightningBruiser fast but expensive units with high attack and moderate to low defence]] (e.g. horseman, chariot, knight, dragoon, cavalry, armor, paratroopers, helicopter, destroyer, fighter), [[Jack of all stats expensive units with balanced attack and defense]] (e.g. alpine troops, marines, battleships, AEGIS cruisers, mechanized infantry), [[Zerg Rush cheap and weak units with balanced attack and defense]] (e.g. partisans, riflemen, warriors), [[CloakAndDagger espionage units]] (e.g. diplomat and spy) and [[SquishyWizard defenseless logistics and support units]] (e.g. trireme, caravel, galleon, transport, AWACS, workers, engineer, settler).
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** There are 6 basic types of units: {{GlassCannon [[GlassCannon cheap offensive units with very high attack but very low defense]] (e.g. archer, catapult, cannon, artillery, howitzer, submarine), [[LightningBruiser fast but expensive units with high attack and moderate to low defence]] (e.g. horseman, chariot, knight, dragoon, cavalry, armor, paratroopers, helicopter, destroyer, fighter), [[Jack of all stats [[JackOfAllStats expensive units with balanced attack and defense]] (e.g. alpine troops, marines, battleships, AEGIS cruisers, mechanized infantry), [[Zerg Rush [[ZergRush cheap and weak units with balanced attack and defense]] (e.g. partisans, riflemen, warriors), [[CloakAndDagger espionage units]] (e.g. diplomat and spy) and [[SquishyWizard defenseless logistics and support units]] (e.g. trireme, caravel, galleon, transport, AWACS, workers, engineer, settler).
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* CorruptPolitician: [[CloakAndDagger Spies and diplomats]] can be paid to "incite a revolt" in non-allied cities as a "[[InsistentTerminology diplomatic action]]", which leads to the city becoming yours. The price depends on city size, buildings within city, wealth of the nation on the receiving end of this treatment, units in city and corruption level (cities owned by democracies have zero corruption and thus cannot be bribed).
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* EasyLogistics: Averted big time, in fact, if a unit is based in a city that can't provide for unit upkeep in production points, then units based in said city will die off until the production demands of units equals that of the city's production points. This can cause units wherever they are to simply disappear from the face of the Earth.
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* EasyLogistics: Averted big time, in fact, if a unit is based in a city that can't provide for unit upkeep in production points, then units based in said city will die off until the production demands of units equals that of the city's production points. This can cause units wherever they are to simply disappear from the face of the Earth.Earth, which is painful if it's a carrier or transport full of units crossing an ocean, or a nuclear missile or stealth bomber that took 5 or more turns to produce.
* HoneyTrap: [[DirtyCommunists Communist nations]] produce spies with an automatic extra experience level.
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* NecessaryDrawback: There are five forms of government: Despotism, Monarchy, Communism, Republic and Democracy. The latter two grant additional trade resources to tiles, the former three grant a number of upkeep-free military units per city – making the former more useful for a conquest victory and the latter for a spaceship victory, while making it harder to break alliances with other players, as the senate can veto this. Despotism is what you start with and the least useful, because each tile gets Food and Production penalties. There are also various effects on citizen happiness, corruption levels, wonders, units being bribable or not and celebration/revolt likelihood. Changing the government costs the player one to five rounds of anarchy where basically no resources are gained and nothing is produced.
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* NecessaryDrawback: NecessaryDrawback:
** There are five forms of government: Despotism, Monarchy, Communism, Republic and Democracy. The latter two grant additional trade resources to tiles, the former three grant a number of upkeep-free military units per city – making the former more useful for a conquest victory and the latter for a spaceship victory, while making it harder to break alliances with other players, as the senate can veto this. Despotism is what you start with and the least useful, because each tile gets Food and Production penalties. There are also various effects on citizen happiness, corruption levels, wonders, units being bribable or not and celebration/revolt likelihood. Changing the government costs the player one to five rounds of anarchy where basically no resources are gained and nothing isproduced.produced.
** There are 6 basic types of units: {{GlassCannon cheap offensive units with very high attack but very low defense]] (e.g. archer, catapult, cannon, artillery, howitzer, submarine), [[LightningBruiser fast but expensive units with high attack and moderate to low defence]] (e.g. horseman, chariot, knight, dragoon, cavalry, armor, paratroopers, helicopter, destroyer, fighter), [[Jack of all stats expensive units with balanced attack and defense]] (e.g. alpine troops, marines, battleships, AEGIS cruisers, mechanized infantry), [[Zerg Rush cheap and weak units with balanced attack and defense]] (e.g. partisans, riflemen, warriors), [[CloakAndDagger espionage units]] (e.g. diplomat and spy) and [[SquishyWizard defenseless logistics and support units]] (e.g. trireme, caravel, galleon, transport, AWACS, workers, engineer, settler).
** Each terrain has its properties: Rivers allow faster transport, but Bridge building technology is required to build roads on or across them. Hills and mountains offer extra defense and production points, but allow low mobility and low food points, which is also true for forests. Grassland has high food points but low or no production points. Wine, Silk, Gems and Gold in hills, forests, jungles and mountains respectively bring high trade but low production points, while vice versa applies in the same biomes for Coal, Pheasants, Fruits (high food instead for the previous two) and Iron. Utilizing ocean or lake squares for production, trade and food may offer less than certain land squares, but ocean and lake squares cannot be polluted or suffer nuclear fallout and thus can be constantly exploited.
** Nuclear missile units can wipe out unlimited numbers of units in the blink of an eye and allow for instant conquest of even the largest cities (assuming that nearby SDI defense buildings or AEGIS cruisers don't shoot down your nuke). However, this pollutes land terrain with nuclear fallout (which can be cleaned up), and can lead to nuclear winter (where large swaths of land become desert, tundra, or worst of all, useless glacier) and the possibility of oceans freezing over (making sea units worthless and harming coastal cities dependent on the ocean for production and food by making them no longer located on the coast).
** There are five forms of government: Despotism, Monarchy, Communism, Republic and Democracy. The latter two grant additional trade resources to tiles, the former three grant a number of upkeep-free military units per city – making the former more useful for a conquest victory and the latter for a spaceship victory, while making it harder to break alliances with other players, as the senate can veto this. Despotism is what you start with and the least useful, because each tile gets Food and Production penalties. There are also various effects on citizen happiness, corruption levels, wonders, units being bribable or not and celebration/revolt likelihood. Changing the government costs the player one to five rounds of anarchy where basically no resources are gained and nothing is
** There are 6 basic types of units: {{GlassCannon cheap offensive units with very high attack but very low defense]] (e.g. archer, catapult, cannon, artillery, howitzer, submarine), [[LightningBruiser fast but expensive units with high attack and moderate to low defence]] (e.g. horseman, chariot, knight, dragoon, cavalry, armor, paratroopers, helicopter, destroyer, fighter), [[Jack of all stats expensive units with balanced attack and defense]] (e.g. alpine troops, marines, battleships, AEGIS cruisers, mechanized infantry), [[Zerg Rush cheap and weak units with balanced attack and defense]] (e.g. partisans, riflemen, warriors), [[CloakAndDagger espionage units]] (e.g. diplomat and spy) and [[SquishyWizard defenseless logistics and support units]] (e.g. trireme, caravel, galleon, transport, AWACS, workers, engineer, settler).
** Each terrain has its properties: Rivers allow faster transport, but Bridge building technology is required to build roads on or across them. Hills and mountains offer extra defense and production points, but allow low mobility and low food points, which is also true for forests. Grassland has high food points but low or no production points. Wine, Silk, Gems and Gold in hills, forests, jungles and mountains respectively bring high trade but low production points, while vice versa applies in the same biomes for Coal, Pheasants, Fruits (high food instead for the previous two) and Iron. Utilizing ocean or lake squares for production, trade and food may offer less than certain land squares, but ocean and lake squares cannot be polluted or suffer nuclear fallout and thus can be constantly exploited.
** Nuclear missile units can wipe out unlimited numbers of units in the blink of an eye and allow for instant conquest of even the largest cities (assuming that nearby SDI defense buildings or AEGIS cruisers don't shoot down your nuke). However, this pollutes land terrain with nuclear fallout (which can be cleaned up), and can lead to nuclear winter (where large swaths of land become desert, tundra, or worst of all, useless glacier) and the possibility of oceans freezing over (making sea units worthless and harming coastal cities dependent on the ocean for production and food by making them no longer located on the coast).
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* UndyingLoyalty: [[LaResistance Partisans]] are formed when a city built and owned by a democratic or communist nation is conquered, provided that said nation has discovered gunpowder. The number produced depends on city size, and may be sufficient to reconquer the city. Also, unlike normally produced partisans, those produced by loss of a city have no home city, thus providing soldiers for free without any upkeep costs.
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* TheDogBitesBack: Capture the capital of an [[AnarchyIsChaos anarchic state]], there is a 90% chance of {{civil war}}, [[DayOfTheJackboot with despotism]] it is 80%, [[TheEmpire with monarchy]] it is 70%, [[DirtyCommunists with communism]] it is 50%, [[TheRepublic with republic]] it is 40% and [[VideoGameCaringPotential with democracy]] it is 30%. The point is, the harsher your government, the more your people want independence from you once your [[DecapitatedArmy capital is lost]].
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* BreadAndCircuses: You can alter your nation's priorities between taxation, science and luxury. The higher you set your luxury priority, your citizens will be happier and less likely to cause disorder. Ironically, this is most important under a Republic or Democracy.
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* EasyLogistics: Averted big time, in fact, if a unit is based in a city that can't provide for unit upkeep in production points, then units based in said city will die off until the production demands of units equals that of the city's production points. This can cause units wherever they are to simply disappear from the face of the Earth.
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* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you a long way and allow you to allocate more taxes for research because of how much you have to spend less on first-level buildings. Also, it never becomes obsolete.
to:
* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you a long way and allow you to allocate more taxes for research because of how much less you have to spend less on first-level buildings. Also, it never becomes obsolete.
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* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you a long way and allow you to allocate more taxes for research because os how much you have to spend less on first-level buildings. Also, it never becomes obsolete.
to:
* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you a long way and allow you to allocate more taxes for research because os of how much you have to spend less on first-level buildings. Also, it never becomes obsolete.
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None
Changed line(s) 7 (click to see context) from:
* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you along way and allow you to allocate more taxes for research because os how much you have to spend less on first-level buildings. Also, it never becomes obsolete.
to:
* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you along a long way and allow you to allocate more taxes for research because os how much you have to spend less on first-level buildings. Also, it never becomes obsolete.
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– typos
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* ArtificialStupidity: Computer players are extremely stubborn with "their" territory - build a city on any square they consider to be "theirs," and they'll raze the city - without any diplomacy scene or change in relationship. In fact, if you then attack one of their cities, ''they'll blame you for starting the war''. They are also incapable of building trade routes (in order to boost luxury and grow their city with celebrations), at least at easy difficulty.
to:
* ArtificialStupidity: Computer players are extremely stubborn with "their" territory - – build a city on any square they consider to be "theirs," and they'll raze the city - – without any diplomacy scene or change in relationship. In fact, if you then attack one of their cities, ''they'll blame you for starting the war''. They never offer you any trades. They are also incapable of building trade routes (in order to boost luxury and grow their city with celebrations), at least at easy difficulty.
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* EvilIsEasy: Averted. If you don't attack anyone, the AI won't attack you (at least until the endgame) Some AI players will wage war against each other and you can only ally with one party of each war. But your allies (and with wonder-created embassies in each capital all players) will happily exchange tech, pay you for tech and share maps. They don't really angry at you because of unfair trade proposals that fast either and letting them pay the maximum acceptable price for tech will turn them from friendly to neutral at first and to unfriendly quite a while later. You can reconcile relatively easily by just giving them free tech or money. They'll often ask you to join their wars, but not doing so at worst lets them cancel their alliance, and most of the time just go from friendly to neutral and forbid you from viewing their map while still ready to trade maps.
to:
* EvilIsEasy: Averted. If you don't attack anyone, the AI won't attack you (at least until the endgame) Some AI players will wage war against each other and you can only ally with one party of each war. But your allies (and with wonder-created embassies in each capital all players) will happily exchange tech, pay you for tech and share maps. They don't really get angry at you because of unfair trade proposals that fast either and letting either: E.g. always making them pay the maximum acceptable price for tech will turn them from friendly to neutral at first and to unfriendly quite a while later. You can reconcile relatively easily by just giving them free tech or money. money or demanding a bit less Gold. They'll often ask you to join their wars, but not doing so at worst lets them cancel their alliance, and most of the time they'll just go from friendly to neutral and forbid you from viewing their map while still ready to trade maps.maps each round.
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Changed line(s) 6 (click to see context) from:
* ArtificialStupidity: Computer players are extremely stubborn with "their" territory - build a city on any square they consider to be "theirs," and they'll raze the city - without any diplomacy scene or change in relationship. In fact, if you then attack one of their cities, ''they'll blame you for starting the war''.
to:
* ArtificialStupidity: Computer players are extremely stubborn with "their" territory - build a city on any square they consider to be "theirs," and they'll raze the city - without any diplomacy scene or change in relationship. In fact, if you then attack one of their cities, ''they'll blame you for starting the war''. They are also incapable of building trade routes (in order to boost luxury and grow their city with celebrations), at least at easy difficulty.
* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you along way and allow you to allocate more taxes for research because os how much you have to spend less on first-level buildings. Also, it never becomes obsolete.
* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you along way and allow you to allocate more taxes for research because os how much you have to spend less on first-level buildings. Also, it never becomes obsolete.
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* EncyclopediaExposita: The in-game manual.
* EvilIsEasy: Averted. If you don't attack anyone, the AI won't attack you (at least until the endgame) Some AI players will wage war against each other and you can only ally with one party of each war. But your allies (and with wonder-created embassies in each capital all players) will happily exchange tech, pay you for tech and share maps. They don't really get angry at you because of unfair trade proposals either and letting them pay the maximum acceptable price for tech will turn them from friendly to neutral at worst. They'll often ask you to join their wars, but not doing so at worst lets them cancel their alliance, and most of the time just go from friendly to neutral while maintaining the alliance.
* EvilIsEasy: Averted. If you don't attack anyone, the AI won't attack you (at least until the endgame) Some AI players will wage war against each other and you can only ally with one party of each war. But your allies (and with wonder-created embassies in each capital all players) will happily exchange tech, pay you for tech and share maps. They don't really get angry at you because of unfair trade proposals either and letting them pay the maximum acceptable price for tech will turn them from friendly to neutral at worst. They'll often ask you to join their wars, but not doing so at worst lets them cancel their alliance, and most of the time just go from friendly to neutral while maintaining the alliance.
to:
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* ForeverWar: AI player often go to war very quickly and then fight for centuries, without either side really winning.
to:
* ForeverWar: AI player often go to war very quickly and then fight for centuries, without either side really winning.
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* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also auto-build unless coinage is put in the build queue. Cities can auto-place citizens on tiles to prioritize Food, Production, Gold, Luxury, Science or Happiness depending on the mayor you choose. Workers, settlers and scouts can be automated as well. You can activate those automations for multiple cities at once from the cities table/tab and by selecting all units of one type
* GeoEffects: Hills and mountains give a big city defense bonus, woods as smaller one. Rivers allow units to more farther. Like in Civ, all types of terrain produce specific amounts of Food, Gold and Trade, which can be altered with terrain improvements such as irrigation, roads, farms, railroads, fortifications etc.
* GlassCannon: The game manual urges players to escort Catapults with units that can defend them.
* GeoEffects: Hills and mountains give a big city defense bonus, woods as smaller one. Rivers allow units to more farther. Like in Civ, all types of terrain produce specific amounts of Food, Gold and Trade, which can be altered with terrain improvements such as irrigation, roads, farms, railroads, fortifications etc.
* GlassCannon: The game manual urges players to escort Catapults with units that can defend them.
to:
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also auto-build unless coinage is put in the build queue. Cities can auto-place citizens on tiles tiles/specialist assignments to prioritize Food, Production, Gold, Luxury, Science or Happiness depending on the mayor you choose. Workers, settlers and scouts can be automated as well. You can activate those automations for multiple cities at once from the cities table/tab and by selecting all units of one type
type.
* GeoEffects: Hills and mountains give a big city defense bonus, woods as smaller one.Rivers Rivers, roads and railroads allow units to more farther. farther and give a Trade bonus. Like in Civ, all types of terrain produce specific amounts of Food, Gold and Trade, which can be altered with terrain improvements such as mines, irrigation, roads, farms, railroads, fortifications etc.
* GlassCannon: The game manual urges players to escort Catapults and Cannons with units that can defend them.
* GeoEffects: Hills and mountains give a big city defense bonus, woods as smaller one.
* GlassCannon: The game manual urges players to escort Catapults and Cannons with units that can defend them.
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* HundredPercentAdorationRating / APartyAlsoKnownAsAnOrgy: Like in Civ, cities with very happy citizens (possible with various wonders, buildings and Luxury) celebrate and instantly grow irrespective of how full their granaries are.
to:
* HundredPercentAdorationRating / APartyAlsoKnownAsAnOrgy: Like in Civ, cities with very happy citizens (possible with various wonders, wonders and buildings that make discontent citizens content and Luxury) increasing Luxury,boosted by caravan trade routes and various buildings, to make content citizens happy) celebrate and instantly grow irrespective of how full their granaries are.
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* VastBureaucracy: Represented by the Civ-derived corruption mechanic (cities lose Trade resources), depending on distance from your capital and government type (the more democratic, the less corruption) and upkeep cost for buildings.
to:
* VastBureaucracy: Represented by the Civ-derived corruption mechanic (cities lose Trade resources), depending on distance from your capital and government type (the more democratic, the less corruption) and upkeep cost for buildings.corruption).
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* WorkerUnit: Workers (later engineers) and settlers
to:
* WorkerUnit: Workers (later engineers) and settlerssettlers. The former are commonly used for terrain improvements, roads and railroads, the latter for building new cities, even though they also have all the terrain improvement capabilities.
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Use the Camel Case so the custom title appears.
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* WeWillHavePerfectHealthintheFuture: Just like in Civ I, the ''Cure For Cancer'' wonder bestows +1 happiness.
to:
* WeWillHavePerfectHealthintheFuture: WeWillHavePerfectHealthInTheFuture: Just like in Civ I, the ''Cure For Cancer'' wonder bestows +1 happiness.
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typo
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* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also auto-build unless coinage is put in the build queue. Cities can auto-place workers on tiles to prioritize Food, Production, Gold, Luxury, Science or Happiness depending on the mayor you choose. Workers, settlers and scouts can be automated as well. You can activate those automations for multiple cities at once from the cities table/tab and by selecting all units of one type
to:
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also auto-build unless coinage is put in the build queue. Cities can auto-place workers citizens on tiles to prioritize Food, Production, Gold, Luxury, Science or Happiness depending on the mayor you choose. Workers, settlers and scouts can be automated as well. You can activate those automations for multiple cities at once from the cities table/tab and by selecting all units of one type
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expanded (some tropes shamelessly lifted from [[Video Game/Civilization]] page :D
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* FanRemake
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue.
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue.
to:
* FanRemake
EasyCommunication: As in all the Civ games, you can instantaneously order around everyone in a civilization spanning continents without any communications tech developed. ZigZagged with diplomacy though: By default you loose contact with other nations 20 turns after encountering their units/territory. Without embassies, you can't exchange tech (only sell yours).
* EncyclopediaExposita: The in-game manual.
* EvilIsEasy: Averted. If you don't attack anyone, the AI won't attack you (at least until the endgame) Some AI players will wage war against each other and you can only ally with one party of each war. But your allies (and with wonder-created embassies in each capital all players) will happily exchange tech, pay you for tech and share maps. They don't really get angry at you because of unfair trade proposals either and letting them pay the maximum acceptable price for tech will turn them from friendly to neutral at worst. They'll often ask you to join their wars, but not doing so at worst lets them cancel their alliance, and most of the time just go from friendly to neutral while maintaining the alliance.
* FanRemake: Mostly of Civ I and II, but certain features from Civ 3 (like national borders and exchanging cities via diplomacy with other players, only without [[ArtificialStupidity/StrategyGames the AI agreeing to bad deals]]) are also present.
* ForeverWar: AI player often go to war very quickly and then fight for centuries, without either side really winning.
* GameplayAndStoryIntegration: In the Europe scenario map, your civilization starts at the appropriate place of the map. Normally, your settlers also start at a place with terrain typical for your civilization IRL.
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will alsoautobuild auto-build unless coinage is put in the build queue.queue. Cities can auto-place workers on tiles to prioritize Food, Production, Gold, Luxury, Science or Happiness depending on the mayor you choose. Workers, settlers and scouts can be automated as well. You can activate those automations for multiple cities at once from the cities table/tab and by selecting all units of one type
* GeoEffects: Hills and mountains give a big city defense bonus, woods as smaller one. Rivers allow units to more farther. Like in Civ, all types of terrain produce specific amounts of Food, Gold and Trade, which can be altered with terrain improvements such as irrigation, roads, farms, railroads, fortifications etc.
* GlassCannon: The game manual urges players to escort Catapults with units that can defend them.
* GlobalWarming: Each time pollution worsens and global warming advances, the entire world loses coastal land for jungles and swamps, and inland squares are lost to desert. This tends to devastate cities and leads to global impoverishment. Forcing global warming [[http://freeciv.wikia.com/wiki/Global_Warming#Eco-terrorism can be used offensively against other players]].
* HundredPercentAdorationRating / APartyAlsoKnownAsAnOrgy: Like in Civ, cities with very happy citizens (possible with various wonders, buildings and Luxury) celebrate and instantly grow irrespective of how full their granaries are.
* ItemAmplifier: Various wonders multiply the effect of city buildings.
* JustOneMoreLevel: Just as bad as the actual Civ games.
* LostTechnology: Huts either give you free tech, gold, free units or barbarians.
* MultipleEndings: You win by either launching the spaceship first, conquering all other countries (except your allies, with whom you can share the win), or having the most points at the end of the last round.
* NecessaryDrawback: There are five forms of government: Despotism, Monarchy, Communism, Republic and Democracy. The latter two grant additional trade resources to tiles, the former three grant a number of upkeep-free military units per city – making the former more useful for a conquest victory and the latter for a spaceship victory, while making it harder to break alliances with other players, as the senate can veto this. Despotism is what you start with and the least useful, because each tile gets Food and Production penalties. There are also various effects on citizen happiness, corruption levels, wonders, units being bribable or not and celebration/revolt likelihood. Changing the government costs the player one to five rounds of anarchy where basically no resources are gained and nothing is produced.
* NewTechIsNotCheap: The higher the tech level, the more Bulbs (Science points) a tech costs.
* PleaseSelectNewCityName
* PoliticallyCorrectHistory: The civilization descriptions are somewhat glorifying, just like in the Civ games.
* PopularHistory: PlayedStraight withe the wonders, averted with the civilizations, which are far more numerous than in Civ (though the 50 standard civs, pretty much identical to the civs in Civ, play it straight again)
* PyramidPower: The Pyramids grant you the same food bonus as a granary in every city and cumulate with it.
* RandomlyGeneratedLevels
* EncyclopediaExposita: The in-game manual.
* EvilIsEasy: Averted. If you don't attack anyone, the AI won't attack you (at least until the endgame) Some AI players will wage war against each other and you can only ally with one party of each war. But your allies (and with wonder-created embassies in each capital all players) will happily exchange tech, pay you for tech and share maps. They don't really get angry at you because of unfair trade proposals either and letting them pay the maximum acceptable price for tech will turn them from friendly to neutral at worst. They'll often ask you to join their wars, but not doing so at worst lets them cancel their alliance, and most of the time just go from friendly to neutral while maintaining the alliance.
* FanRemake: Mostly of Civ I and II, but certain features from Civ 3 (like national borders and exchanging cities via diplomacy with other players, only without [[ArtificialStupidity/StrategyGames the AI agreeing to bad deals]]) are also present.
* ForeverWar: AI player often go to war very quickly and then fight for centuries, without either side really winning.
* GameplayAndStoryIntegration: In the Europe scenario map, your civilization starts at the appropriate place of the map. Normally, your settlers also start at a place with terrain typical for your civilization IRL.
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also
* GeoEffects: Hills and mountains give a big city defense bonus, woods as smaller one. Rivers allow units to more farther. Like in Civ, all types of terrain produce specific amounts of Food, Gold and Trade, which can be altered with terrain improvements such as irrigation, roads, farms, railroads, fortifications etc.
* GlassCannon: The game manual urges players to escort Catapults with units that can defend them.
* GlobalWarming: Each time pollution worsens and global warming advances, the entire world loses coastal land for jungles and swamps, and inland squares are lost to desert. This tends to devastate cities and leads to global impoverishment. Forcing global warming [[http://freeciv.wikia.com/wiki/Global_Warming#Eco-terrorism can be used offensively against other players]].
* HundredPercentAdorationRating / APartyAlsoKnownAsAnOrgy: Like in Civ, cities with very happy citizens (possible with various wonders, buildings and Luxury) celebrate and instantly grow irrespective of how full their granaries are.
* ItemAmplifier: Various wonders multiply the effect of city buildings.
* JustOneMoreLevel: Just as bad as the actual Civ games.
* LostTechnology: Huts either give you free tech, gold, free units or barbarians.
* MultipleEndings: You win by either launching the spaceship first, conquering all other countries (except your allies, with whom you can share the win), or having the most points at the end of the last round.
* NecessaryDrawback: There are five forms of government: Despotism, Monarchy, Communism, Republic and Democracy. The latter two grant additional trade resources to tiles, the former three grant a number of upkeep-free military units per city – making the former more useful for a conquest victory and the latter for a spaceship victory, while making it harder to break alliances with other players, as the senate can veto this. Despotism is what you start with and the least useful, because each tile gets Food and Production penalties. There are also various effects on citizen happiness, corruption levels, wonders, units being bribable or not and celebration/revolt likelihood. Changing the government costs the player one to five rounds of anarchy where basically no resources are gained and nothing is produced.
* NewTechIsNotCheap: The higher the tech level, the more Bulbs (Science points) a tech costs.
* PleaseSelectNewCityName
* PoliticallyCorrectHistory: The civilization descriptions are somewhat glorifying, just like in the Civ games.
* PopularHistory: PlayedStraight withe the wonders, averted with the civilizations, which are far more numerous than in Civ (though the 50 standard civs, pretty much identical to the civs in Civ, play it straight again)
* PyramidPower: The Pyramids grant you the same food bonus as a granary in every city and cumulate with it.
* RandomlyGeneratedLevels
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* VastBureaucracy: Represented by the Civ-derived corruption mechanic (cities lose Trade resources), depending on distance from your capital and government type (the more democratic, the less corruption) and upkeep cost for buildings.
* VeteranUnit: Units become veterans via combat experience or Barracks in the city building them them. In the experimental ruleset since v2.4.0, even [[http://gna.org/bugs/?19818 workers can become veterans]] from working experience.
* WeWillHavePerfectHealthintheFuture: Just like in Civ I, the ''Cure For Cancer'' wonder bestows +1 happiness.
* WorkerUnit: Workers (later engineers) and settlers
* VeteranUnit: Units become veterans via combat experience or Barracks in the city building them them. In the experimental ruleset since v2.4.0, even [[http://gna.org/bugs/?19818 workers can become veterans]] from working experience.
* WeWillHavePerfectHealthintheFuture: Just like in Civ I, the ''Cure For Cancer'' wonder bestows +1 happiness.
* WorkerUnit: Workers (later engineers) and settlers
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None
Added DiffLines:
This is a FOSS (Free / Open Source Software) implementation of the VideoGame/{{Civilization}} family of turn-based strategy games. Several rule sets are provided allowing for different types of game behavior. In addition, because the source code to the game itself is available, a sufficiently motivated and knowledgeable person can implement changes to the game's behavior beyond anything possible merely by changing the rule set the game uses, including behavior not found in the commercial precursors to this game.
Most things involving it (including downloads) can be found at [[http://freeciv.wikia.com/wiki/Main_Page its wiki]].
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!!Tropes featured include:
* ArtificialStupidity: Computer players are extremely stubborn with "their" territory - build a city on any square they consider to be "theirs," and they'll raze the city - without any diplomacy scene or change in relationship. In fact, if you then attack one of their cities, ''they'll blame you for starting the war''.
* FanRemake
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue.
* TechnologyLevels: As standard for ''Civilization'' games, it uses this only to a certain extent. For example, it is perfectly possible to build Ironclad units without having researched Iron Working, and to build and launch a spaceship without ever having discovered Sanitation.
----
Most things involving it (including downloads) can be found at [[http://freeciv.wikia.com/wiki/Main_Page its wiki]].
----
!!Tropes featured include:
* ArtificialStupidity: Computer players are extremely stubborn with "their" territory - build a city on any square they consider to be "theirs," and they'll raze the city - without any diplomacy scene or change in relationship. In fact, if you then attack one of their cities, ''they'll blame you for starting the war''.
* FanRemake
* GameplayAutomation: There are build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue.
* TechnologyLevels: As standard for ''Civilization'' games, it uses this only to a certain extent. For example, it is perfectly possible to build Ironclad units without having researched Iron Working, and to build and launch a spaceship without ever having discovered Sanitation.
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