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** The [[CosmeticAward achievements]] for ''V'' are almost entirely [[ShoutOut Shout Outs]]. [[WebVideo/DoctorHorriblesSingAlongBlog "The World Is a Mess, and I Just Need to Rule It"]], [[Series/BattlestarGalactica2003 "Ruler of the Twelve Colonies"]], [[Series/DoctorWho "Exterminate! Exterminate!"]]... the list goes on. [[Franchise/{{Pokemon}} And on.]] [[Franchise/StarTrek And on.]] [[Music/DaftPunk And on.]] [[Music/TheLonelyIsland And on.]] [[WebOriginal/LOLCats And on.]] [[Film/BackToTheFuture And on.]] [[GratuitousLatin And on.]] [[OverlyLongGag And on.]] [[https://civilization.fandom.com/wiki/Steam_achievements_in_Civ5 Here's]] a list.

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** The [[CosmeticAward achievements]] for ''V'' are almost entirely [[ShoutOut Shout Outs]]. [[WebVideo/DoctorHorriblesSingAlongBlog "The World Is a Mess, and I Just Need to Rule It"]], [[Series/BattlestarGalactica2003 "Ruler of the Twelve Colonies"]], [[Series/DoctorWho "Exterminate! Exterminate!"]]... the list goes on. [[Franchise/{{Pokemon}} And on.]] [[Franchise/StarTrek And on.]] [[Music/DaftPunk And on.]] [[Music/TheLonelyIsland And on.]] [[WebOriginal/LOLCats And on.]] [[Film/BackToTheFuture [[Franchise/BackToTheFuture And on.]] [[GratuitousLatin And on.]] [[OverlyLongGag And on.]] [[https://civilization.fandom.com/wiki/Steam_achievements_in_Civ5 Here's]] a list.
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* UselessUsefulNonCombatAbilities: Neighborhoods in ''VI'' are widely considered to be never worth building. They unlock so late in the civic tree that they're no longer useful by the time you get them, they compete for high Appeal tiles with National Parks and Seaside Resorts, and their purpose, growing population, is generally seen as a detriment past a certain point due to how amenities work. Spies can also target them for the Recruit Partisans action, one of the few legitimately dangerous actions a spy can perform.
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* ItemDropMechanic: Barbarians in the franchise often have some kind of reward mechanic associated with their defeat--
** In ''I'' and ''II'', Barbarian Leaders give a sum of gold upon defeat, representing the ransom paid by the leader's kinsmen for his release. In ''I'' the reward is always 100 Gold, but in ''II'' the amount depends on the level of Barbarian activity chosen at the game's start--from 50 for "Roving Bands" to 150 for "Raging Hordes." Also, the Barbarian Leader needs to be attacked while he is alone. If he's killed as part of a stack of units, you'll get no ransom.
** In ''Revolution'' and ''Revolution 2'', conquered Barbarian encampments provide rewards similar to the "Goody Huts" of earlier games. For example, the survivors may join your civilization as Settlers, you might find new technology, or you may get a new military unit.
-->'''Brennos the Mighty:''' You have captured the village of my son-in-law. He has been working on a strange seagoing craft.

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* WarmUpBoss: Barbarians in ''Revolution'' and ''Revolution 2'' play this role. There's usually Barbarian villages not far from your starting position, so you're likely to run into them before you contact other civilizations. Unlike other most other games in the franchise, you actually engage in dialogue with them--but because of their HardCodedHostility, it largely consists of them gloating about what they're going to do to you, cursing you for your victories over them, or dismissing them as unimportant. Barbarians also have an "Uncivilized" modifier that reduces the defense of their units by half compared to a comparable unit built by a civilization.
-->'''Norte Chico:''' (Player), we Barbarians laugh at your excessive height and need for 'culture'. You will soon feel the sting of our pointy blowguns!
* WaterSourceTampering: Poisoning a city's water supply is a potential espionage action in ''II''. Succeeding reduces the city's population.
** It's also possible in ''IV'', and pulling it off slaps them with a massive health penalty for a time.



* WaterSourceTampering: Poisoning a city's water supply is a potential espionage action in ''II''. Succeeding reduces the city's population.
** It's also possible in ''IV'', and pulling it off slaps them with a massive health penalty for a time.
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** The August 2023 update added achievements for winning the game as leaders from the Leader Pass. The name of Yongle's achievement is, of course, [[https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fizxqaol5a8ma1.jpeg%3Fwidth%3D811%26format%3Dpjpg%26auto%3Dwebp%26s%3D4e0b0958509da9c74e954709217b2abd96bc903e Live Yongle Reaction]].

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* ComebackMechanic: Espionage in ''V'' is designed to help civs that are lagging behind the technology race. Once any civ reaches the Renaissance ''every'' civ gets their first spy and the main use of that spy is to steal technology. Stealing technology is much faster than researching it, ensuring that a player snowballing Science can't get too out of control.

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* ComebackMechanic: ComebackMechanic:
**
Espionage in ''V'' is designed to help civs that are lagging behind the technology race. Once any civ reaches the Renaissance ''every'' civ gets their first spy and the main use of that spy is to steal technology. Stealing technology is much faster than researching it, ensuring that a player snowballing Science can't get too out of control.control.
** The World Congress in ''VI'' with ''Gathering Storm'' will eventually start holding votes to award or remove Diplomatic Victory Points, which can let civilizations who aren't winning band together to drag down the civilization who is and give them a chance to win instead. If the vote would win the leading civilization the game you can count on every other civilization voting against them.


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* UnintentionallyUnwinnable: It's possible to soft-lock the game in ''VI'' by getting two units of the same type stuck on the same tile when neither can move, such as having two Great People in a city center that's surrounded by enemies, as the game won't let you end your turn until they're not stacked on the same tile but every action you could take to get rid of one (activating them, moving them to another city, even deleting them in some cases) is blocked because they're stacked. The only way out of this is to reload an earlier autosave.
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* MultiSlotCharacter: Leaders in ''VI'' who lead multiple civilizations like Eleanor of Aquitaine or Kublai Khan, and leaders who have different personas available like Theodore Roosevelt or Catherine de Medici are treated as separate leaders for selection purposes.
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** ''V'' introduced city-states to the game, and ending a military unit's turn within their borders would anger them against your trespassing (and boy, did your scouts and other units love to trespass). One fortunate exception to this is if your unit ended their turn there because they killed a barbarian unit attacking the city-state, even if the reputation gained was insufficient to advance the reputation to "Friends".

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** ''V'' introduced city-states to the game, and ending a military unit's turn within their borders if you weren't friends or allies would anger them against your trespassing (and boy, did your automated scouts and other units love to trespass). One fortunate exception to this is if your unit ended their turn there because they killed a barbarian unit attacking the city-state, even if the reputation gained was insufficient to advance the reputation to "Friends".

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this seems to be describing something else


* IWarnedYou:
** When at war, and the AI civ offers you a peace treaty - often you will lose a unit immediately after turning that offer down.
** In ''II'', attempting to consult with your advisors during a state of anarchy results in getting nothing but a chaotic mess as they all try to talk over each other at the same time -- but one voice that stands out loud among the noise is your military advisor telling you that he knew this was coming and you should've paid more attention to his advice.

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* IWarnedYou:
** When at war, and the AI civ offers you a peace treaty - often you will lose a unit immediately after turning that offer down.
**
IWarnedYou: In ''II'', attempting to consult with your advisors during a state of anarchy results in getting nothing but a chaotic mess as they all try to talk over each other at the same time -- but one voice that stands out loud among the noise is your military advisor telling you that he knew this was coming and you should've paid more attention to his advice.

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* IWarnedYou: When at war, and the AI civ offers you a peace treaty - often you will lose a unit immediately after turning that offer down.

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* IWarnedYou: IWarnedYou:
**
When at war, and the AI civ offers you a peace treaty - often you will lose a unit immediately after turning that offer down.down.
** In ''II'', attempting to consult with your advisors during a state of anarchy results in getting nothing but a chaotic mess as they all try to talk over each other at the same time -- but one voice that stands out loud among the noise is your military advisor telling you that he knew this was coming and you should've paid more attention to his advice.
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** The theme for the box art of the ''Warlords'' expansion for ''IV''.

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** The theme for the box art of the ''Warlords'' expansion for ''IV''.''IV'', [[https://cdn.mobygames.com/covers/4781347-sid-meiers-civilization-iv-warlords-windows-front-cover.jpg depicting two opposing armies about to collide with one another.]] Both armies have forces from the entire span of human history, with the most ancient (two hairy cavemen about to bash each other with heavy rocks) in the foreground, and increasingly more technologically advanced soldiers and vehicles further into the background.



* TheCoverChangesTheMeaning: In ''V'', every leader has a theme based on a well known folk tune from his or her respective culture ("America The Beautiful" for Washington, "I Vow To Thee My Country" for [[UsefulNotes/ElizabethI Elizabeth I]], etc.) There are two arrangements for each tune - one for when you are at peace with the civ and one for wartime. The wartime tunes often change a decidedly pleasant and uplifting tune into something sinister.

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* TheCoverChangesTheMeaning: In ''V'', every leader has a theme based on a well known folk tune from his or her respective culture ("America The Beautiful" for Washington, "I Vow To Thee My Country" for [[UsefulNotes/ElizabethI Elizabeth I]], etc.) There are two arrangements for each tune - one tune--one for when you are at peace with the civ civ, and one for wartime.when you are at war. The wartime tunes often change a decidedly pleasant and uplifting tune into something sinister.
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* ForeignReScore: The SNES, Super Famicom, Playstation, and Saturn versions of ''I'' weren't developed by [=MicroProse=], but by the Japanese companies [[Creator/{{Koei}}]] for the SNES, and [[https://en.wikipedia.org/wiki/Asmik_Ace Asmik Ace]] for all the others. These versions of the game have entirely different soundtracks not just from the original DOS version, but also from each other. They also, unlike the original version, have background music for different eras of the game (changing at 4000 BC, 1 AD, 1000 AD, and 2000 AD).

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* ForeignReScore: The SNES, Super Famicom, Playstation, and Saturn versions of ''I'' weren't developed by [=MicroProse=], but by the Japanese companies [[Creator/{{Koei}}]] Creator/{{Koei}} for the SNES, and [[https://en.wikipedia.org/wiki/Asmik_Ace Asmik Ace]] for all the others. These versions of the game have entirely different soundtracks not just from the original DOS version, but also from each other. They also, unlike the original version, have background music for different eras of the game (changing at 4000 BC, 1 AD, 1000 AD, and 2000 AD).
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* ForeignReScore: The SNES, Super Famicom, Playstation, and Saturn versions of ''I'' weren't developed by [=MicroProse=], but by the Japanese companies [[Creator/{{Koei}}]] for the SNES, and [[https://en.wikipedia.org/wiki/Asmik_Ace Asmik Ace]] for all the others. These versions of the game have entirely different soundtracks not just from the original DOS version, but also from each other. They also, unlike the original version, have background music for different eras of the game (changing at 4000 BC, 1 AD, 1000 AD, and 2000 AD).
** Also of note is that the Atari ST version of ''I'' changed some of the music as well. [[https://www.youtube.com/watch?v=ugZx0VZX5LE&t=46 The title music and music for the opening cutscene]] have an entirely different feel, sounding more like the soundtrack of ''[[VideoGame/EVOSearchForEden E.V.O.]]'', at least the original PC-98 version.
* TheForeignSubtitle: Asmik Ace, the developer of most console versions of ''I'', titled their releases as ''Civilization: Seven Great Civilizations of the World'' (シヴィライゼーション 世界七大文明).
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** In ''III'', certain units have an Anti-Aircraft Defense stat. Mobile SAMs have the highest (4), followed by AEGIS Cruisers (3), then Battleships (2). Jet Fighters also have an Air Superiority ability within a four-tile radius.
** In ''IV'', certain units with Intercept (Fighters, Jet Fighters, Anti-Tank, Mechanized Infantry, SAM Infantry, Mobile SAMs and Destroyers) have a percent chance of attacking enemy air units--ranging from 100% (Fighters and Jet Fighters) to 20% (Mechanized Infantry and Anti-Tank).
** ''V'' and ''VI'', units with the Interception ability automatically attack aircraft which enter their radius of effect. That's Anti-Air Guns and Mobile SAMs on land; at sea that's Destroyers, Missile Cruisers, and (in ''VI'') Battleships; in the air that's Triplanes (''V'') or Biplanes (''VI''), Fighters, and Jet Fighters.

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** In ''III'', certain units have an Anti-Aircraft Defense stat. Mobile SAMs [=SAMs=] have the highest (4), followed by AEGIS Cruisers (3), then Battleships (2). Jet Fighters also have an Air Superiority ability within a four-tile radius.
** In ''IV'', certain units with Intercept (Fighters, Jet Fighters, Anti-Tank, Mechanized Infantry, SAM Infantry, Mobile SAMs [=SAMs=] and Destroyers) have a percent chance of attacking enemy air units--ranging from 100% (Fighters and Jet Fighters) to 20% (Mechanized Infantry and Anti-Tank).
** ''V'' and ''VI'', units with the Interception ability automatically attack aircraft which enter their radius of effect. That's Anti-Air Guns and Mobile SAMs [=SAMs=] on land; at sea that's Destroyers, Missile Cruisers, and (in ''VI'') Battleships; in the air that's Triplanes (''V'') or Biplanes (''VI''), Fighters, and Jet Fighters.

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* AntiAir: The Anti-Air Gun and Mobile SAM, which deal additional damage to aircraft attacking nearby friendly units. Triplanes and fighters can also run air resistance to shoot at any offensive air unit that comes within their range.

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* AntiAir: The Several games in the series have units which fill this role--
** In ''I'', Fighters are the ''only'' way to attack air units.
** In ''II'', Fighters (and Stealth Fighters) are still your only offensive anti-air option, but now they also automatically scramble to defend the city/airbase they're in if it's attacked. Also, AEGIS Cruisers get double defense when attacked by air units--which makes them the toughest sea unit (tougher than even Battleships) in that scenario, which makes them a great anti-air "stack defender" at sea.
** In ''III'', certain units have an Anti-Aircraft Defense stat. Mobile SAMs have the highest (4), followed by AEGIS Cruisers (3), then Battleships (2). Jet Fighters also have an Air Superiority ability within a four-tile radius.
** In ''IV'', certain units with Intercept (Fighters, Jet Fighters, Anti-Tank, Mechanized Infantry, SAM Infantry, Mobile SAMs and Destroyers) have a percent chance of attacking enemy air units--ranging from 100% (Fighters and Jet Fighters) to 20% (Mechanized Infantry and Anti-Tank).
** ''V'' and ''VI'', units with the Interception ability automatically attack aircraft which enter their radius of effect. That's
Anti-Air Gun Guns and Mobile SAM, which deal additional damage to aircraft attacking nearby friendly units. SAMs on land; at sea that's Destroyers, Missile Cruisers, and (in ''VI'') Battleships; in the air that's Triplanes (''V'') or Biplanes (''VI''), Fighters, and fighters can also run air resistance to shoot at any offensive air unit that comes within their range.Jet Fighters.
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** In ''VI'' Cleopatra likes civilizations with strong militaries over weaker ones.

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** In ''VI'' ''VI'', Cleopatra likes civilizations with strong militaries over weaker ones.
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** In ''VI'', Elizabeth I's leader agenda is titled "trade agreement" and causes her to dislike leaders that don't trade with her, and her leader ability revolves around strengthening her own trade routes, referencing an [[WelcomeToCorneria infamously repetitive]] voiceline of hers from ''Civ V''.
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* SayYourPrayers: ''Baba Yetu'' from ''Civ IV'' is the Lord's Prayer in Swahili, but, like ''Sabaton'''s ''The Carolean's Prayer'', the singer isn't dying but paying gratitude to the Almighty.

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* SayYourPrayers: ''Baba Yetu'' from ''Civ IV'' is the Lord's Prayer in Swahili, but, like ''Sabaton'''s ''The Carolean's Prayer'', but the singer isn't dying but paying gratitude to the Almighty.
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** ''III'' had the AI knowing which cities had the least number of units in them. As discussed in [[https://www.youtube.com/watch?v=IJcuQQ1eWWI Playing to Lose: AI and "Civilization"]] (at 30 minute mark), players exploited this by noticing the AI build up an amphibious invasion force, intentionally leaving a city empty to attract the invasion, and switch the empty city to a distant coastline just before they're about to land.

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** ''III'' had the AI knowing which cities had the least number of fewest units in them. As discussed in [[https://www.youtube.com/watch?v=IJcuQQ1eWWI Playing to Lose: AI and "Civilization"]] (at 30 minute mark), players exploited this by noticing the AI build up an amphibious invasion force, intentionally leaving a city empty to attract the invasion, and switch the empty city to a distant coastline just before they're about to land.
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Per TRS, Tier Induced Scrappy was split, but both of the splits are YMMV, so they don't belong on non-YMMV pages


** Also from ''V'' we have India. Their unique ability, "Population Growth", is the only one in the vanilla game that carries a penalty: namely, it doubles unhappiness from number of cities, with the fact that it halves unhappiness from total population (a very powerful buff) making up for it. It was crafted with the intention of building a very "tall" nation with a small handful of very densely-populated and built-up cities, which was optimal for a Cultural Victory in the vanilla game (more cities increases the culture cost of social policies). ''BNW'', however, changed Cultural Victories such that now, a large empire is preferable, precisely the sort of thing that India's unique ability pulls against. The result is that one of the best empires for a Culture Victory in the vanilla game and ''G&K'' becomes a TierInducedScrappy in ''BNW''.

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** Also from ''V'' we have India. Their unique ability, "Population Growth", is the only one in the vanilla game that carries a penalty: namely, it doubles unhappiness from number of cities, with the fact that it halves unhappiness from total population (a very powerful buff) making up for it. It was crafted with the intention of building a very "tall" nation with a small handful of very densely-populated and built-up cities, which was optimal for a Cultural Victory in the vanilla game (more cities increases the culture cost of social policies). ''BNW'', however, changed Cultural Victories such that now, a large empire is preferable, precisely the sort of thing that India's unique ability pulls against. The result is that one of the best empires for a Culture Victory in the vanilla game and ''G&K'' becomes a TierInducedScrappy in ''BNW''.
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* LemonyNarrator: Comparable to the overall changing {{Tone Shift}}s of the series, there is a perceptible shifts of this nature in the Civilopedia. From ''I'' to ''IV'', many recurring Civilopedia entries remained the same--or were expanded upon without completely rewriting--[[SpockSpeak and had an academic tone]]. ''V'''s Civilopedia started doing away with this, sometimes outright adding snark. This more lemony, "relatable" style of writing became more pronounced in ''VI.''

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* LemonyNarrator: Comparable to the overall changing {{Tone Shift}}s of the series, there is a are perceptible shifts of this nature in the Civilopedia. From ''I'' to ''IV'', many recurring Civilopedia entries remained the same--or were expanded upon without completely rewriting--[[SpockSpeak and had an academic tone]]. ''V'''s Civilopedia started doing away with this, sometimes outright adding snark. This more lemony, "relatable" style of writing became more pronounced in ''VI.''

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* LemonyNarrator: Comparable to the overall changing {{Tone Shift}}s of the series, there is a perceptible shifts of this nature in the Civilopedia. From ''I'' to ''IV'', many recurring Civilopedia entries remained the same--or were expanded upon without completely rewriting--[[SpockSpeak and had an academic tone]]. ''V'''s Civilopedia started doing away with this, sometimes outright adding snark. This more lemony, "relatable" style of writing became more pronounced in ''VI.''
** A good example of this change is in the Submarine's Civilopedia entry. [[https://civilization.fandom.com/wiki/Submarine_(Civ1)#Civilopedia_entry Short and academic]] in ''I'', [[https://civilization.fandom.com/wiki/Submarine_(Civ2)#Civilopedia_entry expanded]] in ''II'', [[https://civilization.fandom.com/wiki/Submarine_(Civ3)#Civilopedia_entry unchanged]] in III and [[https://civilization.fandom.com/wiki/Submarine_(Civ4)#Civilopedia_entry barely edited]] in ''IV'', but [[https://civilization.fandom.com/wiki/Submarine_(Civ5)#Civilopedia_entry rewritten]] in ''V'' with a subtly lemony tone--then [[https://civilization.fandom.com/wiki/Submarine_(Civ6)#Civilopedia_entry rewritten again]] with more pronounced lemon flavor in ''VI''.



** ''IV'' introduced a more silly tone: in diplomacy, leaders tend to make a lot of in-jokes or puns regarding themselves. Putting aside units responding to orders in their corresponding civ's language, some take to SpeakingSimlish and Sim-like grunts when idle or performing actions.
** ''Revolution'' got even more DenserAndWackier than ''IV''. The Sim-speak is even more pronounced in this game, even among the leaders. Barbarians have rather hammy dialogue in your encounters with them, and advisors (and leaders!) will shove each other out of the way when they have something they want to tell you.

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** ''IV'' Initially, ''I'' and ''II'' had a mostly-serious tone. ''I'' in particular seemed to go for the feel of an epic narrative given its opening sequence. Dialogue with other civs (as noted elsewhere) was mostly arrogant and haughty. Elvis was much of the source of both games' sillier moments, especially in ''II'', where he acted as the Attitude Advisor on your High Council. (Though the High Council in general had their own hammy and silly moments.)
** ''III''
introduced a more silly tone: in markedly sillier tone compared to the first two games. In diplomacy, leaders tend to make a lot of in-jokes or puns regarding themselves.themselves--for example, Hannibal insisting [[Film/SilenceOfTheLambs he is not a cannibal]] when you first meet him. If you're defeated in ''this'' game, you get treated to a screen showing your civ's leader, battered and bruised, [[https://i.redd.it/qusuo0set8m41.png being used as the bullseye for a dart board]] [[TheComputerShallTauntYou while the other civ leaders mock you]]. A similar screen [[https://archive.is/DNp43/6b69a6a18d904e9e74f15a7729553c0025eb0fb4.png has them reacting poorly to being defeated]] if you win--if they weren't allied with you, that is.
** ''IV'' retained the silly elements and in-jokey dialogue from ''III'' and introduced even more silliness.
Putting aside units responding to orders in their corresponding civ's language, some take to SpeakingSimlish and Sim-like grunts when idle or performing actions.
** ''Revolution'' got even more DenserAndWackier than ''IV''. The Sim-speak is even more pronounced in this game, even among the leaders. Barbarians have rather hammy dialogue in your encounters with them, and advisors them. Advisors (and other leaders!) will appear on-screen and shove each other out of the way when they have something they want to tell you.you and you're already speaking with someone else.
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* CreatorProvincialism: Creator/Koei handled the porting of the SNES version of ''I''. As a part of this port, they swapped out Shaka and the Zulus with Tokugawa Ieyasu and the Japanese. In addition, the opening sequence--which had been turned into an AttractMode for this version--centers on Japan as the Earth develops, rather than Africa.

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* CreatorProvincialism: Creator/Koei Creator/{{Koei}} handled the porting of the SNES version of ''I''. As a part of this port, they swapped out Shaka and the Zulus with Tokugawa Ieyasu and the Japanese. In addition, the opening sequence--which had been turned into an AttractMode for this version--centers on Japan as the Earth develops, rather than Africa.
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** The SNES port of ''I'', in addition to the game over sequence mentioned above, has a more direct example of this trope. If you win the game via Domination, the goddess that appeared at the start of the game returns to congratulate you. She tells you that your civilization is about to journey to the stars... "But the adventure of space is another tale."
* AndYourRewardIsInteriorDecorating: Prevalent in most versions of ''I'', ''II'', and ''III''. In these games, when your civilization hit certain milestones, your civilization's people would spontaneously collaborate to renovate a part of your palace (''I'' and '''III''') or throne room (''II'') as you saw fit.

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** The SNES port of ''I'', in addition to the game over sequence mentioned above, has a more direct example of this trope. If you win the game via Domination, the goddess that appeared at the start of the game returns to congratulate you. She tells you that your civilization is about to journey to the stars...stars ... "But the adventure of space is another tale."
* AndYourRewardIsInteriorDecorating: Prevalent in most versions of ''I'', ''II'', and ''III''. In these games, when your civilization hit certain milestones, your civilization's people would spontaneously collaborate to renovate a part of your palace (''I'' and '''III''') ''III'') or throne room (''II'') as you saw fit.



* MissionFromGod: In the SNES port of ''I'', each new game doesn't start with the intro showing the formation of Earth and development of life--that's instead the port's AttractMode. Instead, a goddess appears before the young leader of your chosen civilization. She explicitly gives your leader a mission to "build great cities, and cause civilization to flourish throughout the Earth." She the basis of irrigation, road-building, and mining, then bids that you "discover the rest for yourself."

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* MissionFromGod: In the SNES port of ''I'', each new game doesn't start with the intro showing the formation of Earth and development of life--that's instead the port's AttractMode. Instead, a goddess appears before the young leader of your chosen civilization. She explicitly gives your leader a mission to "build great cities, and cause civilization to flourish throughout the Earth." She the basis of teaches you irrigation, road-building, and mining, then bids that you "discover the rest for yourself."

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* AndYourRewardIsInteriorDecorating: The "palace" and "throne room" in the earlier incarnations.

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** The SNES port of ''I'', in addition to the game over sequence mentioned above, has a more direct example of this trope. If you win the game via Domination, the goddess that appeared at the start of the game returns to congratulate you. She tells you that your civilization is about to journey to the stars... "But the adventure of space is another tale."
* AndYourRewardIsInteriorDecorating: The "palace" Prevalent in most versions of ''I'', ''II'', and "throne room" in the earlier incarnations.''III''. In these games, when your civilization hit certain milestones, your civilization's people would spontaneously collaborate to renovate a part of your palace (''I'' and '''III''') or throne room (''II'') as you saw fit.



** The Civilopedia entry for frigates in ''V'' says: "During the War of 1812 the United States deployed so-called 'super frigates' which carried up to 90 guns," naming USS ''Constitution'' as an example. According to the U.S. Navy's [[https://web.archive.org/web/20170701203833/http://www.navy.mil/navydata/fact_display.asp?cid=4200&tid=100&ct=4 own fact file,]] she carried 52 guns during that war. Her sister ships likely had similar armament. A ship carrying 90 guns would have been, at least going by the Royal Navy's system during the Napoleonic Wars, a second-rate ship of the line and not a frigate.



* AttractMode: The opening sequence of the formation of the Earth and development of life that plays when starting a new game in most other versions is, instead, an attract mode in the SNES port of ''I''. (A different sequence in which your civ's leader is given a MissionFromGod plays when starting a new game.)



* ACommanderIsYou: Starting with ''III'', each faction can be loosely mapped to one or more of the Gimmick options, although some also fit the Spammer or Brute Force options - but see also SeparateButIdentical.

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* ACommanderIsYou: Starting with ''III'', each faction can be loosely mapped to one or more of the Gimmick options, although some also fit the Spammer or Brute Force options - but options--but see also SeparateButIdentical.



* CreatorProvincialism: Creator/Koei handled the porting of the SNES version of ''I''. As a part of this port, they swapped out Shaka and the Zulus with Tokugawa Ieyasu and the Japanese. In addition, the opening sequence--which had been turned into an AttractMode for this version--centers on Japan as the Earth develops, rather than Africa.



** Averted in ''VI'' - submarines (and their advanced Nuclear Sub counterparts) are now quite capable of bombarding cities and land-units, and even destroying Improvements... in fact, due to their special ability (being invisible to anything more than one hex away), they're GREAT for it, since they can easily avoid counterattacks by keeping out to sea.

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** Averted in ''VI'' - submarines ''VI''--submarines (and their advanced Nuclear Sub counterparts) are now quite capable of bombarding cities and land-units, and even destroying Improvements... in fact, due to their special ability (being invisible to anything more than one hex away), they're GREAT for it, since they can easily avoid counterattacks by keeping out to sea.



* MissionFromGod: In the SNES port of ''I'', each new game doesn't start with the intro showing the formation of Earth and development of life--that's instead the port's AttractMode. Instead, a goddess appears before the young leader of your chosen civilization. She explicitly gives your leader a mission to "build great cities, and cause civilization to flourish throughout the Earth." She the basis of irrigation, road-building, and mining, then bids that you "discover the rest for yourself."



** The Giant Death Robot in ''V''.

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** The Giant Death Robot in ''V''.''V'' and ''VI''.
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* AwakeningTheSleepingGiant: Easily invoked. An aggressive leader is likely to declare war on you if you have a smaller standing army than they do, and will often preface it by making fun of how weak you are. But if you've been focusing on your economy and technology, you can move to a war footing and start cranking out advanced units to crush your invader and start taking ''their'' cities. This is especially true in ''Civ V,'' since occupying captured cities gives a huge happiness penalty until a courthouse is built, which in turn penalizes manufacturing, economy, and combat unit morale, so wars of conquest are impractical and the advantage usually lies with the defender.
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** For example, in the DOS version Frederick, [[https://vignette.wikia.nocookie.net/civilization/images/6/6c/Elizabeth_I_PC_(Civ1).png]] Elizabeth, [[https://static.wikia.nocookie.net/civilization/images/6/67/Napoleon_PC_(Civ1).png Napoleon,]] [[https://vignette.wikia.nocookie.net/civilization/images/6/61/Abe_Lincoln_PC_(Civ1).png Lincoln,]] and [[https://static.wikia.nocookie.net/civilization/images/9/9a/Stalin_PC_(Civ1).png Stalin]] all use the same serif font. [[https://vignette.wikia.nocookie.net/civilization/images/2/2f/M.Gandhi_PC_(Civ1).png Ghandi,]] [[https://vignette.wikia.nocookie.net/civilization/images/1/10/Hammurabi_PC_(Civ1).png Hammurabi,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/fb/Montezuma_PC_(Civ1).png Montezuma,]] and [[https://vignette.wikia.nocookie.net/civilization/images/2/20/Genghis_Khan_PC_(Civ1).png Genghis Khan]] use a curlier font. [[https://vignette.wikia.nocookie.net/civilization/images/d/d2/Alexander_PC_(Civ1).png Alexander,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/ff/Caesar_PC_(Civ1).png Caesar,]] [[https://vignette.wikia.nocookie.net/civilization/images/9/9e/Shaka_Zulu_(Civ1).png Shaka,]] and [[https://vignette.wikia.nocookie.net/civilization/images/b/b1/Mao_Tse_Tung_PC_(Civ1).png Mao]] use a font that's [[ForeignLookingFont evocative of ancient Greek]].

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** For example, in the DOS version Frederick, [[http://vignette1.wikia.nocookie.net/civilization/images/0/09/Frederick_PC_(Civ1).png Frederick,]] [[https://vignette.wikia.nocookie.net/civilization/images/6/6c/Elizabeth_I_PC_(Civ1).png]] Elizabeth, png Elizabeth]], [[https://static.wikia.nocookie.net/civilization/images/6/67/Napoleon_PC_(Civ1).png Napoleon,]] [[https://vignette.wikia.nocookie.net/civilization/images/6/61/Abe_Lincoln_PC_(Civ1).png Lincoln,]] and [[https://static.wikia.nocookie.net/civilization/images/9/9a/Stalin_PC_(Civ1).png Stalin]] all use the same serif font. [[https://vignette.wikia.nocookie.net/civilization/images/2/2f/M.Gandhi_PC_(Civ1).png Ghandi,]] [[https://vignette.wikia.nocookie.net/civilization/images/1/10/Hammurabi_PC_(Civ1).png Hammurabi,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/fb/Montezuma_PC_(Civ1).png Montezuma,]] and [[https://vignette.wikia.nocookie.net/civilization/images/2/20/Genghis_Khan_PC_(Civ1).png Genghis Khan]] use a curlier font. [[https://vignette.wikia.nocookie.net/civilization/images/d/d2/Alexander_PC_(Civ1).png Alexander,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/ff/Caesar_PC_(Civ1).png Caesar,]] [[https://vignette.wikia.nocookie.net/civilization/images/9/9e/Shaka_Zulu_(Civ1).png Shaka,]] and [[https://vignette.wikia.nocookie.net/civilization/images/b/b1/Mao_Tse_Tung_PC_(Civ1).png Mao]] use a font that's [[ForeignLookingFont evocative of ancient Greek]].
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** For example, in the DOS version Frederick, [[https://vignette.wikia.nocookie.net/civilization/images/6/6c/Elizabeth_I_PC_(Civ1).png]] Elizabeth, [[https://static.wikia.nocookie.net/civilization/images/6/67/Napoleon_PC_(Civ1).png Napoleon,]] [[https://vignette.wikia.nocookie.net/civilization/images/6/61/Abe_Lincoln_PC_(Civ1).png Lincoln,]] and [[https://static.wikia.nocookie.net/civilization/images/9/9a/Stalin_PC_(Civ1).png Stalin]] all use the same serif font. [[https://vignette.wikia.nocookie.net/civilization/images/2/2f/M.Gandhi_PC_(Civ1).png Ghandi,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/fb/Montezuma_PC_(Civ1).png Montezuma,]] and [[https://vignette.wikia.nocookie.net/civilization/images/2/20/Genghis_Khan_PC_(Civ1).png Genghis Khan]] use a curlier font. [[https://vignette.wikia.nocookie.net/civilization/images/d/d2/Alexander_PC_(Civ1).png Alexander,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/ff/Caesar_PC_(Civ1).png Caesar,]] [[https://vignette.wikia.nocookie.net/civilization/images/9/9e/Shaka_Zulu_(Civ1).png Shaka,]] and [[https://vignette.wikia.nocookie.net/civilization/images/b/b1/Mao_Tse_Tung_PC_(Civ1).png Mao]] use a font that's [[ForeignLookingFont evocative of ancient Greek]].

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** For example, in the DOS version Frederick, [[https://vignette.wikia.nocookie.net/civilization/images/6/6c/Elizabeth_I_PC_(Civ1).png]] Elizabeth, [[https://static.wikia.nocookie.net/civilization/images/6/67/Napoleon_PC_(Civ1).png Napoleon,]] [[https://vignette.wikia.nocookie.net/civilization/images/6/61/Abe_Lincoln_PC_(Civ1).png Lincoln,]] and [[https://static.wikia.nocookie.net/civilization/images/9/9a/Stalin_PC_(Civ1).png Stalin]] all use the same serif font. [[https://vignette.wikia.nocookie.net/civilization/images/2/2f/M.Gandhi_PC_(Civ1).png Ghandi,]] [[https://vignette.wikia.nocookie.net/civilization/images/1/10/Hammurabi_PC_(Civ1).png Hammurabi,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/fb/Montezuma_PC_(Civ1).png Montezuma,]] and [[https://vignette.wikia.nocookie.net/civilization/images/2/20/Genghis_Khan_PC_(Civ1).png Genghis Khan]] use a curlier font. [[https://vignette.wikia.nocookie.net/civilization/images/d/d2/Alexander_PC_(Civ1).png Alexander,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/ff/Caesar_PC_(Civ1).png Caesar,]] [[https://vignette.wikia.nocookie.net/civilization/images/9/9e/Shaka_Zulu_(Civ1).png Shaka,]] and [[https://vignette.wikia.nocookie.net/civilization/images/b/b1/Mao_Tse_Tung_PC_(Civ1).png Mao]] use a font that's [[ForeignLookingFont evocative of ancient Greek]].
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* PaintingTheMedium: Some versions of ''I'', when engaging in diplomacy with other civilizations, have specific fonts for the leader's dialogue.
** For example, in the DOS version Frederick, [[https://vignette.wikia.nocookie.net/civilization/images/6/6c/Elizabeth_I_PC_(Civ1).png]] Elizabeth, [[https://static.wikia.nocookie.net/civilization/images/6/67/Napoleon_PC_(Civ1).png Napoleon,]] [[https://vignette.wikia.nocookie.net/civilization/images/6/61/Abe_Lincoln_PC_(Civ1).png Lincoln,]] and [[https://static.wikia.nocookie.net/civilization/images/9/9a/Stalin_PC_(Civ1).png Stalin]] all use the same serif font. [[https://vignette.wikia.nocookie.net/civilization/images/2/2f/M.Gandhi_PC_(Civ1).png Ghandi,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/fb/Montezuma_PC_(Civ1).png Montezuma,]] and [[https://vignette.wikia.nocookie.net/civilization/images/2/20/Genghis_Khan_PC_(Civ1).png Genghis Khan]] use a curlier font. [[https://vignette.wikia.nocookie.net/civilization/images/d/d2/Alexander_PC_(Civ1).png Alexander,]] [[https://vignette.wikia.nocookie.net/civilization/images/f/ff/Caesar_PC_(Civ1).png Caesar,]] [[https://vignette.wikia.nocookie.net/civilization/images/9/9e/Shaka_Zulu_(Civ1).png Shaka,]] and [[https://vignette.wikia.nocookie.net/civilization/images/b/b1/Mao_Tse_Tung_PC_(Civ1).png Mao]] use a font that's [[ForeignLookingFont evocative of ancient Greek]].
** The Windows and Macintosh versions of ''I'' lean even harder on the use of {{Foreign Looking Font}}s. [[http://www.geocities.ws/jvaldeztoo/cph/CSArchives/CivMac/CivMac_ss_002.jpg Frederick]] simply uses a Blackletter font, but [[https://media.moddb.com/images/downloads/1/175/174361/Screenshot15.png Stalin's font]] goes ham with the TheBackwardsR. Alexander and Mao similarly had fonts strongly meant to invoke their civilization's writing system. (Many other leaders, however, simply opted for a more plain but unique font. [[https://www.youtube.com/watch?v=aj2ZGjU_g20 You can see the whole gamut in this video.]])
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*** Also in ''III'', it is mentioned nowhere that a city build next to a river can ignore construction of an aqueduct. Knowing this allows to ignore construction of a redundant building and its steep upkeep.

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