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* ProudIndustriousRace: Any culture with Builder affinity. Their Legacy traits tend to give an Industry-related advantage of some kind, they can convert their cities' Money and Science into Industry and gain Stabilitity by completing a District's construction.

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* ProudIndustriousRace: Any culture with Builder affinity. Their Legacy traits tend to give an Industry-related advantage of some kind, they can convert their cities' Money and Science into Industry and gain Stabilitity Stability by completing a District's construction.

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* ProudIndustriousRace: Any culture with Builder affinity. Their Legacy traits tend to give an Industry-related advantage of some kind, they can convert their cities' Money and Science into Industry and gain Stabilitity by completing a District's construction.



* ProudWarriorRace: Any culture with Militarist affinity. Their Legacy traits generally improve their units, they can instantly spawn an army of Militia-type units in any city and have higher Warscore resting point

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* ProudWarriorRace: Any culture with Militarist affinity. Their Legacy traits generally improve their units, they can instantly spawn an army of Militia-type units in any city and have higher Warscore resting point point.



* One of the posssible names for an outpost settlement is VideoGame/BatenKaitos.

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* ** One of the posssible names for an outpost settlement is VideoGame/BatenKaitos.



* SoLastSeason

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* SoLastSeasonSoLastSeason:
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* One of the posssible names for an outpost settlement is VideoGame/BatenKaitos.
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** Research. In Ancient era, unless one picks a culture with emblematic district offering science, it's nearly impossible to gain any. In Classic era, research districts are the last priority, behind money, production and possibly even military. But keep picking Scientific cultures or at least those with science-generating districts, and by Early Modern you should be generating enough science to research 1 tech each turn, which completely sweeps the tide of the game in your favour. This is particularly prominent if in said era Korean culture is picked, as the culture-wide bonuse ''doubles'' the research rate, ''while offering access to Industrial era technologies''. The trick is to not get conquered early on, while chasing after science, but if one survives till Medieval era focusing on science, the game is pretty much decided.

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** Research. In Ancient era, unless one picks a culture with emblematic district offering science, it's nearly impossible to gain any. In Classic era, research districts are the last priority, behind money, production and possibly even military. But keep picking Scientific cultures or at least those with science-generating districts, and by Early Modern you should be generating enough science to research 1 tech each turn, which completely sweeps the tide of the game in your favour. This is particularly prominent if in said era Korean culture is picked, as the culture-wide bonuse bonus ''doubles'' the research rate, ''while offering access to Industrial era technologies''. The trick is to not get conquered early on, while chasing after science, but if one survives till Medieval era focusing on science, the game is pretty much decided.
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* SlapOnTheWristNuke: {{Averted|Trope}} to hell and back. Nuclear weapons are located at the very end of the tech tree, you need a civix just to start your nuclear program and before you build the first missile, you'll have to conduct a series of tests - a Cultural Wonder-scale multi-city projects that require six free hexes around test site which will be turned into wasteland - and progressively more for higher-tier nukes. Once they come online, though, they are capable of devastating ''map regions'': they wipe out everything within 4 tile radius from impact spot (which can be only city or region center, effectively erasing this city or region from the map and making it neutral again). It will also turn all affected hexes into unproductive wasteland and attack all units present with 80 or 100 combat strength, dependong on tier. The only saving grace for the victim is that nuclear launch will create tons of pollution, cause ''massive'' grievances and it happens 1 turn after the launch instead of immidiately, giving a chance to retaliate.

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* SlapOnTheWristNuke: {{Averted|Trope}} to hell and back. Nuclear weapons are located at the very end of the tech tree, you need a civix civic just to start your nuclear program and before you build the first missile, you'll have to conduct a series of tests - a Cultural Wonder-scale multi-city projects that require six free hexes around test site which will be turned into wasteland - and progressively more for higher-tier nukes. Once they come online, though, they are capable of devastating ''map regions'': they wipe out everything within 4 tile radius from impact spot (which can be only city or region center, effectively erasing this city or region from the map and making it neutral again). It will also turn all affected hexes into unproductive wasteland and attack all units present with 80 or 100 combat strength, dependong on tier. The only saving grace for the victim is that nuclear launch will create tons of pollution, cause ''massive'' grievances and it happens 1 turn after the launch instead of immidiately, giving a chance to retaliate.
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* SlapOnTheWristNuke: {{Averted|Trope}} to hell and back. Nuclear weapons are located at the very end of the tech tree, you need a civix just to start your nuclear program and before you build the first missile, you'll have to conduct a series of tests - a Cultural Wonder-scale multi-city projects that require six free hexes around test site which will be turned into wasteland - and progressively more for higher-tier nukes. Once they come online, though, they are capable of devastating *map regions*: they wipe out everything within 4 tile radius from impact spot (which can be only city or region center, effectively erasing this city or region from the map and making it neutral again). It will also turn all affected hexes into unproductive wasteland and attack all units present with 80 or 100 combat strength, dependong on tier. The only saving grace for the victim is that nuclear launch will create tons of pollution, cause *massive* grievances and it happens 1 turn after the launch instead of immidiately, giving a chance to retaliate.

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* SlapOnTheWristNuke: {{Averted|Trope}} to hell and back. Nuclear weapons are located at the very end of the tech tree, you need a civix just to start your nuclear program and before you build the first missile, you'll have to conduct a series of tests - a Cultural Wonder-scale multi-city projects that require six free hexes around test site which will be turned into wasteland - and progressively more for higher-tier nukes. Once they come online, though, they are capable of devastating *map regions*: ''map regions'': they wipe out everything within 4 tile radius from impact spot (which can be only city or region center, effectively erasing this city or region from the map and making it neutral again). It will also turn all affected hexes into unproductive wasteland and attack all units present with 80 or 100 combat strength, dependong on tier. The only saving grace for the victim is that nuclear launch will create tons of pollution, cause *massive* ''massive'' grievances and it happens 1 turn after the launch instead of immidiately, giving a chance to retaliate.
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* MutuallyAssuredDestruction: Modeled to a degree. Nuclear weapons don't detonate immidiately after the launch, but 1 turn later. If your opponent is also a nuclear power, they can and *will* use this opportunity to [[TakingYouWithMe blow up as much of your land as they can]].


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*SlapOnTheWristNuke: {{Averted|Trope}} to hell and back. Nuclear weapons are located at the very end of the tech tree, you need a civix just to start your nuclear program and before you build the first missile, you'll have to conduct a series of tests - a Cultural Wonder-scale multi-city projects that require six free hexes around test site which will be turned into wasteland - and progressively more for higher-tier nukes. Once they come online, though, they are capable of devastating *map regions*: they wipe out everything within 4 tile radius from impact spot (which can be only city or region center, effectively erasing this city or region from the map and making it neutral again). It will also turn all affected hexes into unproductive wasteland and attack all units present with 80 or 100 combat strength, dependong on tier. The only saving grace for the victim is that nuclear launch will create tons of pollution, cause *massive* grievances and it happens 1 turn after the launch instead of immidiately, giving a chance to retaliate.
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* TheHorde: The aptly named Mongol Horde unit. It turns ransack into food, and said food into more of itself - all while receiving a bonus to the amount of ransack generated. When facing them, it is paramount to kill them quickly, or they will snowball into massive armies.

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* TheHorde: The aptly named Hunnic and Mongol Horde unit. It units. Both turns ransack into food, and said food into more of itself - all while receiving a bonus to the amount of ransack generated. When facing them, it is paramount to kill them quickly, or they will snowball into massive armies.
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Starting in the Neolithic, you guide your civilization from their start as a nomadic tribe, through history to modern times. Unlike similar games, instead of choosing a single culture and playing all the way through, you are given an option each age to chose a new culture, representing the change of culture over time. As you play, performing certain actions (building big projects, conquering other cities, growing population, and such) builds fame, and whoever has the most fame at the end wins the game.

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Starting in the Neolithic, you guide your civilization from their start as a nomadic tribe, through history to modern times. Unlike similar games, instead of choosing a single culture and playing all the way through, you are given an option each age to chose choose a new culture, representing the change of culture over time. As you play, performing certain actions (building big projects, conquering other cities, growing population, and such) builds fame, and whoever has the most fame at the end wins the game.
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Before its release on August 17, 2021, Amplitude held two two "Open Dev" events (effectively betas for people who preordered or met other conditions) have been shown and played.

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Before its release It released on August 17, 2021, Amplitude held two with two "Open Dev" events (effectively betas for people who preordered or met other conditions) have been shown and played.beta demos prior to release day.
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** One classical era event has one of your guides [[LookOnMyWorksYeMightyAndDespair happen upon the remains of a statue in the desert, of which only the feet and the pedestal inscription "Gaze on my works, ye mighty, and despair!" are left]]. You even get the option to turn this find into literature.

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** One classical era event has one of your guides [[LookOnMyWorksYeMightyAndDespair happen upon the remains of a statue in the desert, of which only the feet and the pedestal inscription "Gaze "Look on my works, ye mighty, and despair!" are left]]. You even get the option to turn this find into literature.
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** One classical era event has one of your guides [[LookOnMyWorksYeMightyAndDespair across the remains of a statue in the desert, of which only the feet and the pedestal inscription "Gaze on my works, ye mighty, and despair!" are left]]. You even get the option to turn this find into literature.

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** One classical era event has one of your guides [[LookOnMyWorksYeMightyAndDespair across happen upon the remains of a statue in the desert, of which only the feet and the pedestal inscription "Gaze on my works, ye mighty, and despair!" are left]]. You even get the option to turn this find into literature.
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** India's special unit are the [[VideoGame/SidMeiersAlphaCentauri UN Peacekeepers].

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** India's special unit are the [[VideoGame/SidMeiersAlphaCentauri UN Peacekeepers].Peacekeepers]].

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* ShoutOut: India's special unit are the [[VideoGame/SidMeiersAlphaCentauri UN Peacekeepers]].

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* ShoutOut: ShoutOut:
**
India's special unit are the [[VideoGame/SidMeiersAlphaCentauri UN Peacekeepers]].Peacekeepers].
** One independent nation is named [[WebVideo/{{Kickassia}} Molossia]].
** One classical era event has one of your guides [[LookOnMyWorksYeMightyAndDespair across the remains of a statue in the desert, of which only the feet and the pedestal inscription "Gaze on my works, ye mighty, and despair!" are left]]. You even get the option to turn this find into literature.
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removing partiality


** The TacticalRockPaperScissors goes right to the bin in Early Modern period, where units with "Gunner" trait start appearing. Prior to it, units could be either melee, cavalry or ranged, each countering each. Gunner units have no melee penalty, while having even better offensive capability it range - and range is just ''soooo'' much better than direct combat.

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** The TacticalRockPaperScissors goes right to the bin in Early Modern period, where units with "Gunner" trait start appearing. Prior to it, units could be either melee, cavalry or ranged, each countering each. Gunner units have no melee penalty, while having even better offensive capability it range - and range is just ''soooo'' much better than direct combat.range.
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* MoneyIsNotPower: It plays close to no role in the gameplay, rendering market quarters and Merchant cultures near-useless. Short for paying unit upkeep and buying resources from the market, cash has no use. It ''technically'' allows to buy-rush structures (but they are prohibitively expensive) and to add new territories with money (which requires in turn a specific, late-game civic). The small amount of money each city, administrative centers and harbours generate is more than enough to cover the needs of any given faction.
** Further rendered useless due to omnipresence and importance of influence as a currency used for things that normally cost money in FourX games.
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Wrong use of it's
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Wrong use of it's


Before it's release on August 17, 2021, Amplitude held two two "Open Dev" events (effectively betas for people who preordered or met other conditions) have been shown and played.

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Before it's its release on August 17, 2021, Amplitude held two two "Open Dev" events (effectively betas for people who preordered or met other conditions) have been shown and played.
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None

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* ShoutOut: India's special unit are the [[VideoGame/SidMeiersAlphaCentauri UN Peacekeepers]].

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* NonEntityGeneral: Played with. No one in the gameworld is commanding the civilizations. However, the other players are represented by avatars which are seen in diplomacy and score screens. These avatars look the same throughout history, but are dressed as the most recent culture's they've chosen. Computer controlled ones have a certain programmed personality.


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* NonEntityGeneral: Played with. No one in the gameworld is commanding the civilizations. However, the other players are represented by avatars which are seen in diplomacy and score screens. These avatars look the same throughout history, but are dressed as the most recent culture's they've chosen. Computer controlled ones have a certain programmed personality.
* NotTheIntendedUse: If the global pollution level reach critical levels, it's a NonStandardGameOver. However, it ''still'' counts your Fame in such cases, meaning the best and fastest way to finish the game is to pollute like crazy while ahead in points. This also makes Joseon and French cultures both broken and having non-intended use. As Scientific, they can research things from the next era and ''pollute even more'' with the new inventions.
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come on - it's Amplitude


* InstantWinCondition: Subverted. Unlike other Aptitude games, there isn't one, except perhaps conquering all civilizations while ahead on fame. Otherwise, you play to the end, and whoever has the most fame wins, no exceptions.

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* InstantWinCondition: Subverted. Unlike other Aptitude Amplitude games, there isn't one, except perhaps conquering all civilizations while ahead on fame. Otherwise, you play to the end, and whoever has the most fame wins, no exceptions.
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* BlessedWithSuck: Unless highly-specific circumstances happen, Militaristic cultures of Ancient and Classic eras are completely useless, since there might be nobody to conquer or fight with in the extent that non-Militarists can deal with, while Militaristic cultures receive no bonuses to peaceful development. In later eras, their war affinity is far, far more useful, just not so much in early game.

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* UnstableEquilibrium: Research. In Ancient era, unless one picks a culture with emblematic district offering science, it's nearly impossible to gain any. In Classic era, research districts are the last priority, behind money, production and possibly even military. But keep picking Scientific cultures or at least those with science-generating districts, and by Early Modern you should be generating enough science to research 1 tech each turn, which completely sweeps the tide of the game in your favour. This is particularly prominent if in said era Korean culture is picked, as the culture-wide bonuse ''doubles'' the research rate, ''while offering access to Industrial era technologies''. The trick is to not get conquered early on, while chasing after science, but if one survives till Medieval era focusing on science, the game is pretty much decided.

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* UnstableEquilibrium: UnstableEquilibrium:
** As a whole, the game tries to avert it, by having ever-increasing upkeep and production requirements, so in theory, your civilization never should achieve the point of unstoppable snowball. In reality, the in-game inflation is not even half of the needed values to balance things out, so once the ball starts rolling, it won't stop.
**
Research. In Ancient era, unless one picks a culture with emblematic district offering science, it's nearly impossible to gain any. In Classic era, research districts are the last priority, behind money, production and possibly even military. But keep picking Scientific cultures or at least those with science-generating districts, and by Early Modern you should be generating enough science to research 1 tech each turn, which completely sweeps the tide of the game in your favour. This is particularly prominent if in said era Korean culture is picked, as the culture-wide bonuse ''doubles'' the research rate, ''while offering access to Industrial era technologies''. The trick is to not get conquered early on, while chasing after science, but if one survives till Medieval era focusing on science, the game is pretty much decided.
Is there an issue? Send a MessageReason:
None


* UnstableEquilibrium: Research. In Ancient era, unless one picks a culture with emblematic district offering science, it's nearly impossible to gain any. In Classic era, research districts are the last priority, behind money, production and possibly even military. But keep picking Scientific cultures or at least those with science-generating districts, and by Early Modern you should be generating enough science to research 1 tech each turn, which completely sweeps the tide of the game in your favour. This is particularly prominent if in said era Korean culture is picked, as the culture-wide bonuse ''doubles'' the research rate. The trick is to not get conquered early on, while chasing after science.

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* UnstableEquilibrium: Research. In Ancient era, unless one picks a culture with emblematic district offering science, it's nearly impossible to gain any. In Classic era, research districts are the last priority, behind money, production and possibly even military. But keep picking Scientific cultures or at least those with science-generating districts, and by Early Modern you should be generating enough science to research 1 tech each turn, which completely sweeps the tide of the game in your favour. This is particularly prominent if in said era Korean culture is picked, as the culture-wide bonuse ''doubles'' the research rate. rate, ''while offering access to Industrial era technologies''. The trick is to not get conquered early on, while chasing after science.science, but if one survives till Medieval era focusing on science, the game is pretty much decided.

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* SettlingTheFrontier: As in most 4x games, you'll do this early game, and when you get sailing to reach other continents. Territories are claimed by having units found outposts, and cities grow by building districts on terrain. Turning on the New World game mode puts all civilizations on the same continent and leaves the other one filled with only small, independent cultures for both players and the AI to interact with.

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* SettlingTheFrontier: As in most 4x games, you'll do this early game, and when you get sailing to reach other continents. Territories are claimed by having units found outposts, and cities grow by building districts on terrain. Turning on the New World game mode puts all civilizations on the same continent and leaves the other one filled with only small, independent cultures for both players and the AI to interact with. And if more than 2 continents are spawned, one of them will be empty of any human presence, including even an achievement for being first human to set foot on it.


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* UnstableEquilibrium: Research. In Ancient era, unless one picks a culture with emblematic district offering science, it's nearly impossible to gain any. In Classic era, research districts are the last priority, behind money, production and possibly even military. But keep picking Scientific cultures or at least those with science-generating districts, and by Early Modern you should be generating enough science to research 1 tech each turn, which completely sweeps the tide of the game in your favour. This is particularly prominent if in said era Korean culture is picked, as the culture-wide bonuse ''doubles'' the research rate. The trick is to not get conquered early on, while chasing after science.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheHorde: The aptly named Mongol Horde unit. It turns ransack into food, and said food into more of itself - all while receiving a bonus to the amount of ransack generated. When facing them, it is paramount to kill them quickly, or they will snowball into massive armies.

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