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* SkillGateCharacter: Coincidentally, both of the playable nations in the Cold War campaigns are this trope, being appealing to newer players but easily exploited in higher level play.

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* SkillGateCharacter: SkillGateCharacters: Coincidentally, both of the playable nations in the Cold War campaigns are this trope, being appealing to newer players but easily exploited in higher level play.
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* SkillGateCharacter: Coincidentally, both of the playable nations in the Cold War campaigns are this trope, being appealing to newer players but easily exploited in higher level play.
** The Americans produce resources from infantry units, can instantly build their first wonder,[[note]]Except for ones from the Information Age or are being built by other nations[[/note]] and have a powerful unique unit - [[SemperFi the Marines]] - that can automatically entrench itself even in enemy territory. However, they don't receive their first unique unit until the Enlightenment Age, and progress more slowly in the earlier ages even with the aforementioned nation powers. At best, they're GatheringSteam before the Enlightenment Age, and are vulnerable to being defeated by other nations up until that point.
** The Russians have broader territory and greater [[GeoEffects attrition damage]], making the prospect of invading them daunting... without a [[BarrierMaiden supply wagon]], which negates attrition damage, and what experienced players use for sieges anyway. The Russians are placed in an even worse position if the opponent has the Palace of Versailles, which allows supply wagons to heal units in range, or the Statue of Liberty, which negates ''all'' attrition damage. Savvy Russian players would know to focus on taking out enemy supply wagons on their territory (which their unique unit, the Cossack, is specialized in) while preventing other nations from obtaining the aforementioned wonders.

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* AdvancedMovementTechnique: Raiding, or small-scale assaults on civilian units in order to disrupt the opponent's economy. Ranged cavalry is most specialized in this, as they can run alongside these units while attacking them, and steer clear of enemy barricades and armies with their inherently high movement. Single infantry units are also capable of this, and in the Ancient Age (where cavalry isn't available) are the only option. This technique requires intense micromanagement, and is primarily seen amongst skilled players with intimate knowledge of the {{metagame}}. Towers are designed to curb this technique, not only being cheaper, quicker to build, and available earlier than forts; but also allowing for research on anti-raiding technologies, attrition (wearing down enemy units on home soil without a supply wagon) and militia (allowing citizens to fight back against raiders).

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* AdvancedMovementTechnique: Certain techniques requires intense micromanagement, and is primarily seen amongst advanced players with intimate knowledge of the {{metagame}}.
**
Raiding, or small-scale assaults on civilian units in order to disrupt the opponent's economy. Ranged cavalry is most specialized in this, as they can run alongside these units while attacking them, and steer clear of enemy barricades and armies with their inherently high movement. Single infantry units are also capable of this, and in the Ancient Age (where cavalry isn't available) are the only option. This technique requires intense micromanagement, and is primarily seen amongst skilled players with intimate knowledge of the {{metagame}}. Towers are designed to curb this technique, not only being cheaper, quicker to build, and available earlier than forts; but also allowing for research on anti-raiding technologies, attrition (wearing down enemy units on home soil without a supply wagon) and militia (allowing citizens to fight back against raiders).raiders).
** Rushing, or attempting to capture an enemy city - preferably their capital - in the Ancient Age, before they could set up a defense system (as forts and attrition are only available from the Classical Age onward). This is a do-or-die strategy that could either end the match there or leave the offensive player severely handicapped for a large portion of the match.
** Civilian scouting. Most players wouldn't think to use [[WorkerUnit civilians]] for this purpose, but they ''[[NotTheIntendedUse can]]'', and players that are aware of this may use their surplus units for seeking out ruins along with their designated ArmyScout. [[MechanicallyUnusualFighter The Lakota]] in particular benefit from this strategy, as Citizens produce food each, and can build outside of their territory.
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* EasyModeMockery: [[InvertedTrope Inverted]]; the description of the "[[HarderThanHard Toughest]]" difficulty considers it "a sparring partner for the tournament level player or [[YoureInsane the mentally deranged]]".

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* EasyModeMockery: [[InvertedTrope Inverted]]; the description of for the "[[HarderThanHard Toughest]]" difficulty considers it "a sparring partner for the tournament level player or [[YoureInsane the mentally deranged]]".
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* ArtisticLicenseHistory: The Chinese's medieval firearm unit is called the Fire Lance. The developers admit that they don't know how the real thing works in action and portrays them as a spear that's propelled by a rocket. The real thing is more like a tube on a shaft that sprays fire like a flamethrower that's capable of shooting projectiles.
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* EasyModeMockery: [[InvertedTrope Inverted]]; the description of the "[[HarderThanHard Toughest]]" difficulty considers it "a sparring partner for the tournament level player or [[YoureInsane the mentally deranged]]".
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* AdvancedMovementTechnique: Raiding, or small-scale assaults on civilian units in order to disrupt the opponent's economy. Ranged cavalry is most specialized in this, as they can run alongside these units while attacking them, and steer clear of enemy barricades and armies with their inherently high movement. Single infantry units are also capable of this, and in the Ancient Age (where cavalry isn't available) are the only option. This technique requires intense micromanagement, and is primarily seen amongst skilled players with intimate knowledge of the {{metagame}}. Towers are designed to curb this technique, not only being cheaper, quicker to build, and available earlier than forts; but also allowing for research on anti-raiding technologies, attrition (wearing down enemy units on home soil without a supply wagon) and militia (allowing citizens to fight back against raiders).
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* MoneyForNothing: The Persian and Incan empires have powers that allow them to generate wealth more easily than other nations, the former automatically creating caravans and unlocking taxation upgrades, and the latter being able to extract wealth from mines in addition to metal. This makes it very easy to go over the commerce cap for wealth, even with the Incans' increased cap.
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* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and American-side Cold War campaigns, and the New World scenario when playing as the likes of the French or Americans, where the normally blue but colored red French and American armies fight the normally red but colored blue British and Russian armies.

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* RedIsHeroic: The player is always red in single player mode. Conquer the World mode, both on the globe and on the battlefield. The enemy army on the battlefield is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and American-side Cold War campaigns, and the New World scenario when playing as the likes of the French or Americans, where the normally blue but colored red French and American armies fight the normally red but colored blue British and Russian armies.
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* ColorCodedArmies: Done in the traditional way on the battlefield as per a Real Time Strategy game, but also done in Conquer the World mode; each nation on the globe has their unique color associated with them on the map (such as the Americans' brown, Russians' deep purple, France's light blue, etc), with the player's Red overriding that nation's default color. This isn't indicative when a battle occurs; the player will still be Red but any AI-controlled armies will follow the game's order of colors, starting with blue and moving onto purple, green, etc. without necessarily matching that nation's color on the globe.
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* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and American-side Cold War campaigns, and the New World scenario when playing as the likes of the French or Americans, where the normally blue but colored red French and American armies fight the normally red but colored blue British and Soviet armies.

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* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and American-side Cold War campaigns, and the New World scenario when playing as the likes of the French or Americans, where the normally blue but colored red French and American armies fight the normally red but colored blue British and Soviet Russian armies.
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** The Lakota have the most unorthodox playstyle of the available nations: they produce food from individual civilians and cavalry units, rather than agriculture; have invisible borders; and can build anywhere outside of enemy territory.

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** The Lakota have the most unorthodox playstyle of the available nations: they produce food from individual civilians Citizens and cavalry units, rather than agriculture; have invisible borders; and can build anywhere outside of enemy territory.

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* MechanicallyUnusualFighter: There are a few unique units that go beyond having simple stat bonuses:
** The Spanish and Persian heavy infantry lines obtain the capability of fighting from range prior to the Enlightenment Age.
** The Chinese obtain gunpowder infantry in the Medieval Age, earlier than the Gunpowder Age.
** The American marines automatically entrench themselves when stationary without the need for a general.
** The Dutch get caravans, merchants, and supply wagons that can fight back.
** The Persians and Indians get war elephants that don't replace units at all. They're effective against crowds of infantry while being vulnerable to anti-cavalry weapons.
** Some of the Conquer the World campaigns have unique units that aren't available anywhere else. Examples include the Napoleonic Imperial Guard, Colonial American Ironclad, NATO Humvee, and Soviet Nuclear Submarine.

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* MechanicallyUnusualFighter: MechanicallyUnusualFighter:
**
There are a few unique units that go beyond having simple stat bonuses:
** *** The Spanish and Persian heavy infantry lines obtain the capability of fighting from range prior to the Enlightenment Age.
** *** The Chinese obtain gunpowder infantry in the Medieval Age, earlier than the Gunpowder Age.
** *** The American marines automatically entrench themselves when stationary without the need for a general.
** *** The Dutch get caravans, merchants, and supply wagons that can fight back.
** *** The Persians and Indians get war elephants that don't replace units at all. They're effective against crowds of infantry while being vulnerable to anti-cavalry weapons.
** *** Some of the Conquer the World campaigns have unique units that aren't available anywhere else. Examples include the Napoleonic Imperial Guard, Colonial American Ironclad, NATO Humvee, and Soviet Nuclear Submarine.Submarine.
** The Lakota have the most unorthodox playstyle of the available nations: they produce food from individual civilians and cavalry units, rather than agriculture; have invisible borders; and can build anywhere outside of enemy territory.
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* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations abound but here's a general example: Light Infantry ➞ Heavy Infantry ➞ Heavy Cavalry➞ Light Cavalry ➞ Light Infantry, with a mix of Archers, Machine Gun Infantry, and Ranged Cavalry thrown in the mix. For the water, Heavy Warships beat Light Ships, which fend off Fire Ships or Submarines, which destroy Heavy Warships. Better write that down. The entire web is about as convoluted as {{Franchise/Pokemon}}. On the other hand, this tends to break down to a degree if one side is an age or so ahead or behind technologically. See RockBeatsLaser above.

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* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations abound but here's a general example: Light Infantry ➞ Heavy Infantry ➞ Heavy Cavalry➞ Light Cavalry ➞ Light Infantry, with a mix of Archers, Machine Gun Infantry, and Ranged Cavalry thrown in the mix. For the water, Heavy Warships beat Light Ships, which fend off Fire Ships or Submarines, which destroy Heavy Warships. Better write that down. The entire web is about as convoluted as {{Franchise/Pokemon}}. The more obvious cases are Artillery units on both land and water are ideal for smashing up structures, as are bombers, and fighter planes being used to destroy other air units alongside anti-air batteries. On the other hand, this tends to break down to a degree if one side is an age or so ahead or behind technologically. See RockBeatsLaser above.
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** Some of the Conquer the World campaigns have unique units that aren't available anywhere else. Examples include the Napoleonic Imperial Guard, Colonial American Ironclad, NATO Humvee, and Soviet Nuclear Submarine.
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* RageQuit: It's perfectly possible for a player who is about to lose to intentionally set off the Armageddon counter so nobody wins.
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* AmericaIsStillAColony: In the "New Wold" campaign, the players can deviate from history quite heavily, including the European colonial powers (especially Britain) keeping the United States from gaining independence.

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* AmericaIsStillAColony: In the "New Wold" World" campaign, the players can deviate from history quite heavily, including the European colonial powers (especially Britain) keeping the United States from gaining independence.
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* YouRequireMoreVespeneGas: Food, Stone, Wealth, Metal, and Knowledge, specifically. Unlike other games, there's limits to how quickly each resource can be gathered or produced; making a bunch of Farms early on in the hopes of becoming an economic superpower will fail without Commerce research or Wonders to increase those limits.

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* YouRequireMoreVespeneGas: Food, Stone, Timber, Wealth, Metal, and Knowledge, specifically.and Oil. Unlike other games, there's limits to how quickly each resource can be gathered or produced; making a bunch of Farms early on in the hopes of becoming an economic superpower will fail without Commerce research or Wonders to increase those limits.

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* AttackAttackAttack: The tactical offensive campaign mode. It starts with a large amount of your troops landing in a completely hostile territory without any backup. Then, you must capture every single city in the map with the forces you have at hand.

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* AttackAttackAttack: The tactical offensive campaign mode. It starts with a large amount of your troops landing in a completely hostile territory without any backup. Then, you must capture every single city in the map with the forces you have at hand.hand (usually just the one city in the center of the map).



* {{Railroading}}: The Napoleon campaign starts out like this, where choices of scenarios are limited between two maps at a time. The campaign also forces you to retreat whenever the scenario tells you to, until Napoleon becomes Emperor.



* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and American-side Cold War campaigns, where the normally blue French and American armies fight the normally red but colored blue British and Soviet armies.

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* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and American-side Cold War campaigns, and the New World scenario when playing as the likes of the French or Americans, where the normally blue but colored red French and American armies fight the normally red but colored blue British and Soviet armies.

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Cheaters Never Prosper is a plot trope


* CheatersNeverProsper:
** Sure, you can use cheat counters in the main campaign... if you are okay with being labeled [[EasyModeMockery "(Your name) the Cheater"]].
** The Armageddon counter prevents players from using "cheat nuke" a hundred times... not to mention you actually have to get your troops to capture the city even after it's been nuked. Although, anyone who actually needs more than 2 or 3 three nukes should be non-existent... Especially given that the counter allows for over 15 nukes, each of which can completely destroy EVERYTHING in an entire fully zoomed-out screen.
** Perhaps partially subverted in that literally every cheat is some variation of "cheat <whatever effect you're looking for>".


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* NoFairCheating: Cheating in the main campaign gets you labeled "the Cheater".
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* FemmeFatale: The spy unit, specially in pre-modern eras.

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* BarrierMaiden: The whole point of the Supply Caravan unit, which serve no function other than to ward off the effects of attrition on your forces.

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* BarrierMaiden: The whole point of the Supply Caravan unit, which serve no function other than to ward off the effects of attrition on your forces. They can also heal forces in the field if you either have the Versailles wonder active or if you're playing France.



* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and Allied-side Cold War campaigns, where the normally blue French and American armies fight the normally red but colored blue British and Soviet armies.

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* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and Allied-side American-side Cold War campaigns, where the normally blue French and American armies fight the normally red but colored blue British and Soviet armies.



* ShoutOut: The Russian Information Age infantry, the Shock Infantry, is the spitting image of ''VideoGame/CommandAndConquerRedAlert2'''s Conscript.

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* ShoutOut: ShoutOut:
**
The Russian Information Age infantry, the Shock Infantry, is the spitting image of ''VideoGame/CommandAndConquerRedAlert2'''s Conscript.



* WashingtonDCInvasion: If the player as the Soviets launch a conventional attack on the US capital territory (Eastern Seaboard), the scenario that plays starts with the Soviets having seized control of New England up to Hartford (even if you attack from the south). The win condition is the capture of Washington.

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* WashingtonDCInvasion: If In the Cold War campaign, if the player as the Soviets launch a conventional attack on the US capital territory (Eastern Seaboard), the scenario that plays starts with the Soviets having seized control of New England up to Hartford (even if you attack from the south). The win condition is the capture of Washington.
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* RedIsHeroic: The player is always red in single player mode. The enemy army is usually blue, with additional colors being added in for multiple factions. This gets a bit weird in the Napoleon and Allied-side Cold War campaigns, where the normally blue French and American armies fight the normally red but colored blue British and Soviet armies.

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** In the New world campaign, it's possible for any of the european nations, the native tribes, or the United States to conquer both North and South America.

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** In the New world campaign, it's possible for any of the european European nations, the native tribes, or the United States to conquer both North and South America.



** The Dutch get caravans, merchants, and supply wagons that can fight back.
** The Persians and Indians get war elephants that don't replace units at all. They're effective against crowds of infantry while being vulnerable to anti-cavalry weapons.



* NoHistoricalFiguresWereHarmed: France having the "power of the leaders" and their special units being horse grenadiers ? [[UsefulNotes/NapoleonBonaparte Now where did we see that ?]]

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* NoHistoricalFiguresWereHarmed: France having the "power of the leaders" and their special units being horse grenadiers ? [[UsefulNotes/NapoleonBonaparte Now where did we see that ?]]?]] Comes full circle in ''Thrones and Patriots'' with the Napoleon ccampaign.



* RussiaTakesOverTheWorld: The expansion campaign ''Thrones and Patriots'' has a UsefulNotes/ColdWar campaign where you can diverge heavily from history to ensure that the Soviets dominate the globe.

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* RussiaTakesOverTheWorld: The expansion campaign ''Thrones and Patriots'' has a UsefulNotes/ColdWar campaign where you can diverge heavily from history to ensure that the Soviets dominate the globe. A more generic Russian takeover is also possible in the vanilla Conquer the World campaign.



* SchmuckBait: During the pacification of Greece in the Alexander campaign, upon defeating Thebes and Athens, your advisors remark that Sparta looks quite beefy and may not be worth the effort. They instead recommend that you make peace with them and doing so will end the mission immediately. If you choose to fight, they reiterate that this isn't a good idea and a few minutes later, the game asks if you ''really'' want to go ahead with it, even giving you a "don't say we didn't warn you" if you insist. Thing is, if you listen to your advisors and choose peace, then every single battle ''for the rest of the campaign'' will see whatever enemy you're fighting getting Spartan reinforcements just a few minutes into the battle, with the game explicitly rubbing it into your face every single time that ''"perhaps it was a mistake not to crush them earlier"''.

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* SchmuckBait: SchmuckBait:
**
During the pacification of Greece in the Alexander campaign, upon defeating Thebes and Athens, your advisors remark that Sparta looks quite beefy and may not be worth the effort. They instead recommend that you make peace with them and doing so will end the mission immediately. If you choose to fight, they reiterate that this isn't a good idea and a few minutes later, the game asks if you ''really'' want to go ahead with it, even giving you a "don't say we didn't warn you" if you insist. Thing is, if you listen to your advisors and choose peace, then every single battle ''for the rest of the campaign'' will see whatever enemy you're fighting getting Spartan reinforcements just a few minutes into the battle, with the game explicitly rubbing it into your face every single time that ''"perhaps it was a mistake not to crush them earlier"''.earlier"''.
** Attempting to storm Greenland in the New World campaign is a very daunting prospect. You need to gather 1000 food in a short amount of time, all the while the enemy is harassing your base. The only reward for it is the rare resource fish, which can be found anywhere with water and only provides a food and commerce bonus, resources that are already plentiful in the campaign map.



* SuicideAttack: Fire ships attack with this method in mind. This is the only available hard counter to heavy warships until the industrial age, where they're replaced with the not-so-suicidal submarines.



* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations abound but here's a general example: Light Infantry ➞ Heavy Infantry ➞ Heavy Cavalry➞ Light Cavalry ➞ Light Infantry, with a mix of Archers, Machine Gun Infantry, and Ranged Cavalry thrown in the mix. Better write that down. The entire web is about as convoluted as {{Franchise/Pokemon}}. On the other hand, this tends to break down to a degree if one side is an age or so ahead or behind technologically. See RockBeatsLaser above.

to:

* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations abound but here's a general example: Light Infantry ➞ Heavy Infantry ➞ Heavy Cavalry➞ Light Cavalry ➞ Light Infantry, with a mix of Archers, Machine Gun Infantry, and Ranged Cavalry thrown in the mix. For the water, Heavy Warships beat Light Ships, which fend off Fire Ships or Submarines, which destroy Heavy Warships. Better write that down. The entire web is about as convoluted as {{Franchise/Pokemon}}. On the other hand, this tends to break down to a degree if one side is an age or so ahead or behind technologically. See RockBeatsLaser above.



** AmericaTakesOverTheWorld[=/=]ChinaTakesOverTheWorld[=/=]JapanTakesOverTheWorld: Each of these is possible in one or more of the campaign modes.

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** AmericaTakesOverTheWorld[=/=]ChinaTakesOverTheWorld[=/=]JapanTakesOverTheWorld: AmericaTakesOverTheWorld[=/=]ChinaTakesOverTheWorld[=/=]JapanTakesOverTheWorld[=/=]RussiaTakesOverTheWorld: Each of these is possible in one or more of the campaign modes.
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* GoodBadBugs: Failing (or resigning) a scripted scenario in one of the unique campaigns and attempting to attack the same territory reverts the map into a typical "Conquest" skirmish. This may come in handy for [[ThatOneLevel scenarios that may prove to be daunting otherwise]], such as the Samnite War in ''Alexander the Great''.
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* GoodBadBugs: Failing (or resigning) a scripted scenario in one of the unique campaigns and attempting to attack the same territory reverts the map into a typical "Conquest" skirmish. This may come in handy for [[ThatOneLevel scenarios that may prove to be daunting otherwise]], such as the Samnite War in ''Alexander the Great''.
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* MechanicallyUnusualFighter: There are a few unique units that go beyond having simple stat bonuses:
** The Spanish and Persian heavy infantry lines obtain the capability of fighting from range prior to the Enlightenment Age.
** The Chinese obtain gunpowder infantry in the Medieval Age, earlier than the Gunpowder Age.
** The American marines automatically entrench themselves when stationary without the need for a general.
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* SweetPollyOliver: Before the Modern Age, send some male scholars to partisan duty.

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* SweetPollyOliver: Before the Modern Age, send put some male scholars to on partisan duty.
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* SweetPollyOliver: Before the Modern Age, send some male scholars to partisan duty.

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* ArmyOfTheAges: Largely averted thanks to the game's rather smooth unit upgrade system, but it can quite easily happen if several players on the same team are at wildly different points along the march of history and staging a coordinated attack.

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* ArmyOfTheAges: Largely averted thanks to the game's rather smooth unit upgrade system, but it can quite easily happen if several players on the same team are at [[DecadeDissonance wildly different points along the march of history history]] and staging a coordinated attack.



* TheComputerIsACheatingBastard: Mostly averted, actually, although this might also be due to the fact that, if the enemy is overwhelming you, you can change difficulty settings from the Pause menu. However, this is played straight when an AI player gets a missile online -- it knows just where your Cities and Barracks are when human players wouldn't. And whenever you fire a V2/cruise missile, the AI '''always''' knows where it targets and sends the troops away from the target.

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* TheComputerIsACheatingBastard: Mostly averted, actually, although this might also be due to the fact that, if the enemy is overwhelming you, you can change difficulty settings from the Pause menu. However, this is played straight when an AI player gets a missile online -- it online--it knows just where your Cities and Barracks are when human players wouldn't. And whenever you fire a V2/cruise missile, the AI '''always''' knows where it targets and sends the troops away from the target.



* CosmeticallyDifferentSides: Subverted. Since the game is a historical RTS, there's a decent bit of variety; each nation has unique advantages and disadvantages alongside units which are significant enough to seriously influence playstyle. Units are ultimately mostly similar but their special units and bonuses definitely pushes individual nations towards particular playstyles. Aesthetics-wise meanwhile, there are subtle visual differences even among nations belonging to the same cultural group; the standard Industrial Age infantry units for the Germans wear gas masks while the Japanese's Modern Age fighter plane is clearly a Zero.
* CrosshairAware: The target of a nuclear missile is shown on everybody's minimap. Most units are too slow however to actually avoid the blast if they are anywhere near the center of the blast. Deployed artillery is completely screwed regardless.
* DamageIsFire: However, the fire itself is fairly understated, and it's almost Damage Is Smoke that's more appropriate, in terms of the animation.

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* CosmeticallyDifferentSides: Subverted. Since the game is a historical RTS, [[RealTimeStrategy RTS]], there's a decent bit of variety; each nation has unique advantages and disadvantages alongside units which are significant enough to seriously influence playstyle. Units are ultimately mostly similar but their special units and bonuses definitely pushes individual nations towards particular playstyles. Aesthetics-wise meanwhile, there are subtle visual differences even among nations belonging to the same cultural group; the standard [[UsefulNotes/WorldWarOne Industrial Age Age]] infantry units for the Germans wear gas masks while the Japanese's [[UsefulNotes/WorldWarTwo Modern Age Age]] fighter plane is clearly a Zero.
* CrosshairAware: The target of a nuclear missile is shown on everybody's minimap. Most units are too slow however to actually avoid the blast if they are anywhere near the center of the blast.impact point. Deployed artillery is completely screwed regardless.
* DamageIsFire: However, the fire itself is fairly understated, and it's almost Damage closer to "Damage Is Smoke that's more appropriate, in terms of the animation.Smoke".



* FirewoodResources: Mostly, just applies to the icon for wood. Workers are shown moving small logs while logging camps (which must be built near forests) are seen moving around large logs and lumber.

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* FirewoodResources: Mostly, just applies to Only the icon for wood. Workers are shown moving small logs while logging camps (which must be built near forests) are seen moving around large logs and lumber.



* FrontlineGeneral: The General is a support caster unit and can't actually fight so you'd best keep him slightly back from the front lines, but he has to be close in order for your troops to benefit from having him around.

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* FrontlineGeneral: The General is a support caster unit and can't actually fight so you'd best fight; keep him slightly back from the front lines, but he has to be close in order for your troops to benefit from having him around.



* MoreDakka: Stock in trade of the Machine Gun line of units, which specialize in mowing down infantry at the cost of having to deploy like an artillery unit. Their Information Age incarnation takes the cake by using a [[GatlingGood chaingun.]]
%%* NoFairCheating

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* MoreDakka: Stock in trade of the Machine Gun line of units, which specialize in mowing down infantry at the cost of having to deploy like an artillery unit. Their Information Age incarnation takes the cake by using a [[GatlingGood chaingun.]]
%%* NoFairCheating
minigun.]]



** There are two types of defeat in skirmish and the "Conquer the World" campaign - the normal sort, when your opponent simply wins, and the Armageddon defeat, involving a nuclear holocaust.

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** There are two types of defeat in skirmish and the "Conquer the World" campaign - the campaign--the normal sort, when your opponent simply wins, and the Armageddon defeat, involving a nuclear holocaust.



* NuclearNullifier: The SDI (Strategic Defense Initiative) renders the builder unable to be attacked by nukes. However, it also sets the Nuclear Winter Counter to 1.

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* NuclearNullifier: The SDI (Strategic Defense Initiative) renders the builder unable to be attacked by nukes. However, it also sets the Nuclear Winter Counter to 1. In addition, the Missile Shield future technology prevents Missile Silo units (both nuclear and conventional) from being targeted or detonated in the researcher's national boundaries (as well as turning the Armageddon Counter back by 2); once everyone has the Missile Shield technology, nukes are essentially useless.



** Averted for units of the same category. More advanced units are almost guaranteed to be superior to their less technological versions, eventually leading to CurbStompBattle situations in your favor if you're moved up the tech tree enough... except for naval units, which inexplicably gain relatively minor increases in stats, even with the transition from [[WoodenShipsAndIronMen wooden]] to metal ships.
** However, played straight for hard counters if the circumstances are right. You can still have the situation where a spearman beats a tank, because Heavy Infantry is the hard counter to Heavy Cavalry. On the other hand, motorized vehicles are [[RealityEnsues more likely to gun down any approaching spearmen]] before they get the chance.

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** Averted for units of the same category. More advanced units are almost guaranteed to be superior to their less technological versions, eventually leading to CurbStompBattle situations in your favor if you're moved up the tech tree enough... except for naval units, which inexplicably gain relatively minor increases in stats, even with the transition from [[WoodenShipsAndIronMen wooden]] to metal ships.
** However, played straight for hard counters if the circumstances are right. You can still have the situation where a spearman beats a tank, because [[TacticalRockPaperScissors Heavy Infantry is the hard counter to Heavy Cavalry.Cavalry]]. On the other hand, motorized vehicles are [[RealityEnsues more likely to gun down any approaching spearmen]] before they get the chance.



* SemperFi: The Americans' infantry units from the Enlightenment Age on are various incarnations of the United States Marine Corps.

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* SemperFi: The Americans' infantry units from the Enlightenment Age on are various incarnations of the United States Marine Corps. While they don't have the raw firepower of other unique infantry, their sea transports move faster and they automatically [[DefendCommand entrench]] after a few seconds of idling, allowing them to [[StormingTheBeaches cross dangerous waters and establish a beachhead]] with ease.



* SlapOnTheWristNuke: Averted, for the most part. A single nuke can level an entire city and its surroundings, while the Information Age thermonuclear variant can obliterate ''everything'' onscreen. If the explosion still looks small, then that's because of [[UnitsNotToScale disproportionate unit sizes]].

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* SlapOnTheWristNuke: Averted, for the most part. A single nuke can level an entire city and its surroundings, severely damage nearby units and buildings, while the Information Age thermonuclear variant ICBM can obliterate ''everything'' onscreen.within its blast radius. If the explosion still looks small, then that's because of [[UnitsNotToScale disproportionate unit sizes]].



* UpdatedRerelease: Rise of Nations: Extended Edition, released on UsefulNotes/{{Steam}} in June 2014. In addition to including the ExpansionPack content and being compatible with modern operating systems, nearly all the graphics got some serious spit and polish and Internet steaming options were built in.

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* UpdatedRerelease: Rise of Nations: Extended Edition, released on UsefulNotes/{{Steam}} in June 2014. In addition to including the ExpansionPack content and being compatible with modern operating systems, nearly all the graphics got some serious spit and polish and Internet steaming streaming options were built in.



* WorkerUnit: Actually called citizens.
* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization. However, some researches are cheaper if someone else on the map has already researched it. Also, Science research lowers the cost of other types of research.
* YouRequireMoreVespeneGas

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* WorkerUnit: Actually called citizens.
Called citizens, in this case.
* YouHaveResearchedBreathing: Even if you are in the modern Modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization. However, some researches are cheaper if someone else on the map has already researched it. Also, Science research lowers the cost of other types of research.
research. Averted with Library technologies, whose names change appropriately depending on the match's beginning and ending [[TechnologyLevels Ages]].
* YouRequireMoreVespeneGasYouRequireMoreVespeneGas: Food, Stone, Wealth, Metal, and Knowledge, specifically. Unlike other games, there's limits to how quickly each resource can be gathered or produced; making a bunch of Farms early on in the hopes of becoming an economic superpower will fail without Commerce research or Wonders to increase those limits.



** In the New World campaign, the native American nations will start with this as the only tactic available to them, since unlike the European colonist they don't have access to gunpowder weapons and only have their larger population as an advantage. But eventually, [[TookALevelInBadass they will get access to gunpowders weapons to level the playing field]].

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** In the New World campaign, the native American nations will start with this as the only tactic available to them, since unlike the European colonist colonists they don't have access to gunpowder weapons and only have their larger population as an advantage. But eventually, [[TookALevelInBadass they will get access to gunpowders gunpowder weapons to level the playing field]].



** Researching the NearFuture technology ArtificialIntelligence reduces all your units' creation time to zero, allowing you to [[WeHaveReserves instantly spawn entire armies if you have the resources]].

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** Researching the NearFuture technology ArtificialIntelligence reduces all your units' creation time to zero, allowing you to [[WeHaveReserves instantly spawn entire armies if you have the resources]]. This bonus also applies to [[NukeEm nuclear weapons]], allowing you to [[MacrossMissileMassacre spam ICBMs]] with abandon.

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