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* ArtificialBrilliance: Sometimes the AI will act like a strategic genius. In II, for example, rival civilizations will only share world maps with you if their attitute toward you is "Worshipful." Since a successful military campaign relies on knowing where your enemies are just as much as it relies on superior troops, the benefits of this strategy are obvious.
- Also in II, if you ever use spies or diplomats to purchase rival cities, they'll never agree to an alliance with you. And you'll deserve every declaration of what they make.

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* ArtificialBrilliance: Sometimes the AI will act like a strategic genius. In II, for example, rival civilizations will only share world maps with you if their attitute toward you is "Worshipful." Since a successful military campaign relies on knowing where your enemies are just as much as it relies on superior troops, the benefits of this strategy are obvious.
-
obvious. Also in II, if you ever use spies or diplomats to purchase rival cities, they'll never agree to an alliance with you. And you'll deserve every declaration of what they make.
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- Also in II, if you ever use spies or diplomats to purchase rival cities, they'll never agree to an alliance with you. And you'll deserve every declaration of what they make.

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* {{Cap}}: In the earliest game, resources never ran out. In ''III'', they have a small % chance of disappearing ''every'' turn, even if you just started using them last turn, leading to annoying scenarios like them running out at [[TheComputerIsACheatingBastard the most inconvenient time possible]]. ''V'' is the first game with this trope; how many copies of a resource now determines how many of a thing you can have at once. For instance, if you have only four herds of horses, that's how many Horse Archers you can own simultaneously.

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* {{Cap}}: In the earliest game, resources never ran out. In ''III'', they have a small % chance of disappearing ''every'' turn, even if you just started using them last turn, leading to annoying scenarios like them running out at [[TheComputerIsACheatingBastard the most inconvenient time possible]].possible. ''V'' is the first game with this trope; how many copies of a resource now determines how many of a thing you can have at once. For instance, if you have only four herds of horses, that's how many Horse Archers you can own simultaneously.simultaneously.
* CapRaiser: In the ''Gathering Storm'' expansion for ''Civilization VI'', constructing buildings from the Encampment district like Barracks and Armories increases the maximum capacity of your strategic resources like Iron and Oil.
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It is (in)famous for leading to gameplay sessions that [[JustOneMoreLevel extend well past the player's original self-imposed deadline]], [[http://www.civanon.org/home.shtml so much so that a joke "Civilization Anonymous" website was made.]]

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It is (in)famous for leading to gameplay sessions that [[JustOneMoreLevel extend well past the player's original self-imposed deadline]], [[http://www.civanon.org/home.shtml so much so that a joke "Civilization Anonymous" website was made.]]
]] (Unfortunately the link now redirects to the series' main page, but the Internet Archive's Wayback Machine has preserved [[https://web.archive.org/web/20050602003045/http://www.civanon.org/home.shtml the original]].)
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Misplaced, moving to the correct tab


* ObviousBeta: When ''V'' first came out, it had a lot of bugs and balance issues, routinely crashed to desktop for many machines, and had obtuse, sociopathic [=AIs=] in an over-reaching effort to make them more like human players. Patches fixed many of the crashes, fan-made mods such as [=VEM=] took care of the balance issues and bugs (and much of [=VEM=] was later implemented into official patches), and the [=AI=] has found a balance between the above and the manipulable point-based relations of ''IV''.

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* BunnyEarsLawyer: The culture advisor in Civ II is an Elvis impersonator who gives all of his advice in a ridiculous Elvis voice...and generally makes pretty solid points.



* DumbassHasAPoint: The culture advisor in Civ II is an Elvis impersonator who gives all of his advice in a ridiculous Elvis voice...and generally makes pretty solid points.
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** Also in ''Civ I'', the Pyramid Wonder. It allows the nation that built it to switch to any type of government, even if the respective technology hasn't been researched yet. It's deactivated by Communism, but by that point the player will likely have researched all the government types anyway.
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* ArtificialBrilliance: Sometimes the AI will act like a strategic genius. In II, for example, rival civilizations will only share world maps with you if their attitute toward you is "Worshipful." Since a successful military campaign relies on knowing where your enemies are just as much as it relies on superior troops, the benefits of this strategy are obvious.
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** ''Gathering Storm'' for ''VI'' plays with this, as you can customise "Disaster Intensity", which affects the general frequency of volcanic eruptions, forest fires, river floods etc. Disasters in general get worse due to climate change, with rivers constantly flooding and the coastlines eventually being submerged entirely as the sea level rises. The ''Apocalypse'' gamemode takes this up to eleven; once the climate intensity reaches its final stage, asteroids begin to pelt the planet, destroying everything they rain down upon (''including capital cities!'').
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Crosswicking

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* ModularDifficulty: In addition to the overall difficulty level, the advanced game setup allows the player to adjust factors like the threat of [[HardCodedHostility hostile barbarians]]; the abundance of resources; whether your starting location is biased towards favourable conditions; and whether new Policies and Promotions can be saved up or must be used immediately.
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* SandIsWater: Many game mods substitute different types of terrain for oceans. For example, the Test of Time [[LevelInTheClouds fantasy cloud world has sky]] with SolidClouds, the Sci-fi orbital map has space, and a ''{{Franchise/Dune}}''-based mod uses sand for the "ocean" terrain, while using, respectively, clouds, orbital platforms, and rocky terrain as "land".

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* SandIsWater: Many game mods substitute different types of terrain for oceans. For example, the Test ''Test of Time Time'' [[LevelInTheClouds fantasy cloud world has sky]] with SolidClouds, the Sci-fi orbital map has space, and a ''{{Franchise/Dune}}''-based mod uses sand for the "ocean" terrain, while using, respectively, clouds, orbital platforms, and rocky terrain as "land".
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** ''IV'''s decision to use actual religions can lead to some interesting declarations of followers. Few annoucements are funnier than seeing "UsefulNotes/MaoZedong has converted to Christianity."
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** Nuclear power plants in ''IV'' can randomly ''explode'', with the ''same effects as a nuclear bomb''. Nuclear power plants and nuclear bombs are completely different things.

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** Nuclear power plants in ''IV'' can randomly ''explode'', with the ''same effects as a nuclear bomb''. Nuclear power plants and nuclear bombs are completely different things. things: The way a bomb explodes and the way a reactor fails are complete different

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* ArtisticLicenseMilitary: In every version of Civilization, the invention of Gunpowder means the immediate advent of Musketeers/Musketmen, with Cannon being invented later. In the real world, the cannon was invented ''first'' since it was easier to make a big gunpowder weapon than a small one.

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* ArtisticLicenseMilitary: ArtisticLicenseMilitary:
**
In every version of Civilization, the invention of Gunpowder means the immediate advent of Musketeers/Musketmen, with Cannon being invented later. In the real world, the cannon was invented ''first'' since it was easier to make a big gunpowder weapon than a small one.
** [[NukeEm ICBMs]] strike their targets whole (as in, the entire missile hits). Real life [=ICBMs=] are effectively regular rockets, and they discard booster stages as they run out of fuel. Only the nuclear warhead and its reentry vehicle will reenter the atmosphere.
* ArtisticLicenseNuclearPhysics:
** Uranium extracted from mines can directly go into nuclear power plants, nuclear vessels and nuclear bombs. There is no [[RefiningResources process]] to enrich the uranium to be reactor- or weapon-grade or to breed plutonium-239. [[TropesAreTools Of course]], this greatly [[AcceptableBreaksFromReality streamlines the gameplay]].
** Uranium is portrayed as a glowing green crystal instead of the yellowish-green (for ore) or gray (for the metal) it really is.
** Nuclear power plants in ''IV'' can randomly ''explode'', with the ''same effects as a nuclear bomb''. Nuclear power plants and nuclear bombs are completely different things.
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* LowTechSpears: From the third game onward, spearmen are among the first combat units that civs can obtain in the Ancient Era, requiring only one or two advances on the TechTree to unlock. They can persist through the Classical Era but are completely deprecated by the Medieval Era.
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Per wick cleanup.


%% * GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is on-page examples only until 01 June 2021. If you are reading this in the future, please check the trope page to make sure your example fits the current definition.

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* DamnYouMuscleMemory: ''V'' has a pretty bad one as the start of the game. In ''IV'', you would select "Play Now", choose your options (civilization, map, etc), and start the game. In ''V'', selecting "Play Now" takes you directly to the initial loading screen without giving a chance to change the options, perplexing given that most players would want to take a second to confirm their settings before starting a game that takes many hours to complete, unless they're "re-rolling" a new map.
** Ed Beach, lead designer of ''Civilization VI'', [[https://www.washingtonpost.com/news/the-switch/wp/2016/10/22/yes-civ-vis-lead-designer-totally-wanted-to-mess-with-the-way-you-play/ deliberately]] made mechanics different enough that things players would normally do were no longer a good strategy.

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* DamnYouMuscleMemory: DamnYouMuscleMemory:
** In ''I'' and ''II'', Democracy was a linear upgrade of Republic and, in many ways, the best government in the game, as it removed corruption out of the picture and offered gigantic economic bonuses. ''III'' reworked how governments operate significantly, making Democracy virtually useless time and money sink to even research it, outside of a tiny handful of situations. But since previous two games made Democracy so damn good, many people straight-out beelined for it.
**
''V'' has a pretty bad one as the start of the game. In ''IV'', you would select "Play Now", choose your options (civilization, map, etc), and start the game. In ''V'', selecting "Play Now" takes you directly to the initial loading screen without giving a chance to change the options, perplexing given that most players would want to take a second to confirm their settings before starting a game that takes many hours to complete, unless they're "re-rolling" a new map.
** *** Ed Beach, lead designer of ''Civilization VI'', [[https://www.washingtonpost.com/news/the-switch/wp/2016/10/22/yes-civ-vis-lead-designer-totally-wanted-to-mess-with-the-way-you-play/ deliberately]] made mechanics different enough that things players would normally do were no longer a good strategy.

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*** Advanced Flight to Flight2

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*** Advanced Flight to Flight2[=Flight2=]



*** Flight to Flight1

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*** Feudalism to Stirrup
*** Flight to Flight1[=Flight1=]



*** Horseback Riding to Riding
*** Industrialization to Industrial
*** Iron Working to Iron Work
*** Labor Union to Union



*** Mass Production to Mass Prod
*** Mathematics to Math



*** Space Flight to Flight3

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*** Nuclear Power to Nuclear
*** Recycling to Solar
*** The Republic to Republic
*** Space Flight to Flight3[=Flight3=]
*** Steam Engine to Steam Eng
*** Superconductor to Supr Cndct
*** Theory of Gravity to Gravity
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*** Bronze Working to Bronze Wrk
*** Ceremonial Burial to Burial


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*** Conscription to Conscript
*** Construction to Construct
*** The Corporation to Corporat'n
*** Electricity to Electric
*** Electronics to Television
*** Engineering to Engin'rng


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*** Fusion Power to Fusion
*** Genetic Engineering to Genetics
*** Magnetism to Compass
*** Nuclear Fission to Fission
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* DubNameChange: In this case, it's a Port Name Change. Due to space limitations, many of the names for the SNES port of Civ 1 were abbreviated or changed completely.
** Technology Advancements
*** Advanced Flight to Flight2
*** Atomic Theory to Atomic
*** Bridge Building to Bridging
*** Code of Laws to Laws
*** Flight to Flight1
*** Space Flight to Flight3

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** While various victory types can ignore certain stats unless you're going for their victory type (as in, faith has little value if you're not focusing on religion) no victory type can ignore science output. Science victories require you to race ahead through the tech tree as fast as possible, military units for domination are locked behind increasingly advanced technologies and wonders are also locked behind technology. And even if you're going for culture or faith victories, you need to be able to repel potential invaders and spearmen just won't cut it. This isn't as prevalent in ''VI'' due to the introduction of the culture based civics tree, but the game still doesn't really require you to focus on those anyway, meaning culture buildings are a secondary concern.

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** While various victory types can ignore certain stats unless you're going for their victory type (as in, faith has little value if you're not focusing on religion) no victory type can ignore science output. Science victories require you to race ahead through the tech tree as fast as possible, military units for domination are locked behind increasingly advanced technologies and wonders are also locked behind technology. And even if you're going for culture or faith victories, you need to be able to repel potential invaders and spearmen just won't cut it. This isn't as prevalent in ''VI'' due to the introduction of the culture based civics tree, but the game still doesn't really require you to focus on those anyway, for all victory types, meaning culture buildings are a secondary concern.concern. You still do need decent cultural output for new governments and so on, but it's very easy to ignore many civics.



** ''VI'' has Communism, Democracy, and Fascism as the final government forms. The increasingly severe relationship penalties for differing government types mean that any genuine peace between any combination of communists, democrats, and fascists is ''basically'' impossible unless you've been very close friends with someone from the start. The best you can hope for is a cold war.
* OverflowError: The "Nuclear Gandhi" UrbanLegendOfZelda postulated that Gandhi's reputation for loving to NukeEm was caused by an underflow in his aggression score as leader of an AI India civ. Creator/SidMeier's autobiography says it never happened: no civ's aggression could ever go below 1 and the story was probably made up by an InternetTroll annoyed that AI Gandhi had nuked him. [[Website/TVTropes Guess where it apparently started?]]

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** ''VI'' has Communism, Democracy, and Fascism as the final penultimate government forms. The increasingly severe relationship penalties for differing government types mean that any genuine peace between any combination of communists, democrats, and fascists is ''basically'' impossible unless you've been very close friends with someone from the start. The best you can hope for is a cold war.
* OverflowError: The "Nuclear Gandhi" Averted. There was an UrbanLegendOfZelda postulated that Gandhi's reputation for loving to NukeEm was caused by an underflow in his aggression score as leader of an AI India civ.civ, a meme known as Nuclear Gandhi. Creator/SidMeier's autobiography says it never happened: no civ's aggression could ever go below 1 and the story was probably made up by an InternetTroll annoyed that AI Gandhi had nuked him. [[Website/TVTropes Guess where it apparently started?]]
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There actually are more than that but for the most part you don't have to know them to be considered fully literate.


** The Civilopedia entry for Writing in ''V'' claims that logographic writing systems have a separate character for each and every word, and require tens of thousands of characters to work. That is true to an extent: logographic systems have a separate symbol for every verb, noun, adjective, and anything in between, but the entry goes on to say "There's a symbol for sheep, and another symbol for a thousand sheep, and yet another symbol for the sound a sheep makes when falling off of a pyramid" which is inaccurate. The confusion mainly comes from the fact that English doesn't combine words often - for example, the German word ''Rechtsschutzversicherungsgesellschaften'' might seem to be one really long word, but it's equivalent to English writing ''Insurancecompaniesprovidinglegalprotection''. Is that one word, or is that 5? Thus, in reality they only need around 2000 ~ 3000 characters.

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** The Civilopedia entry for Writing in ''V'' claims that logographic writing systems have a separate character for each and every word, and require tens of thousands of characters to work. That is true to an extent: logographic systems have a separate symbol for every verb, noun, adjective, and anything in between, but the entry goes on to say "There's a symbol for sheep, and another symbol for a thousand sheep, and yet another symbol for the sound a sheep makes when falling off of a pyramid" which is inaccurate. The confusion mainly comes from the fact that English doesn't combine words often - for example, the German word ''Rechtsschutzversicherungsgesellschaften'' might seem to be one really long word, but it's equivalent to English writing ''Insurancecompaniesprovidinglegalprotection''. Is that one word, or is that 5? Thus, in reality they only need around 2000 ~ 3000 characters.characters to write the vast majority of words.

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** Food and population growth is the highest stat value in most Civilization games, particularly from ''IV'' onward, as it removed infrastructure requirement to grow above certain size of a city (which was particularly harsh in ''III''). By having more population, you have more people working, more wealth being generated, and population growing. Various buildings in ''IV'' offer either percentage modifiers, so the more the city was making of a given thing, the bigger the bonus. Not to mention, in ''V'', several buildings (such as the Library) scale proportionally based on population ''and'' kept percentage-based modifiers. It's not uncommon for people to build 2-3 cities on one playthrough and win because of this (since having lots of small cities carries a higher unhappiness penalty than having a few massive ones). Its relationship with Science makes the problem worse in ''V''. A larger population means higher Science output, and each city you found marginally increases your technology costs, so by only having a few cities with high population, you're going to have a technological advantage over larger civs. This is apparently one of the main reasons why putting heavy emphasis on science is important, since ArtificialStupidity causes the AI to suffer technological penalties for having more cities and instead are blessed with [[TheComputerIsACheatingBastard a cheating economy]] so that they can put emphasis on [[ZergRush building a lot of weak units]] while neglecting to properly build their own cities. It's usually better to have few strong units than to try and build as many units as possible.

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** Food and population growth is the highest stat value stat in most Civilization games, particularly from ''IV'' onward, as it removed infrastructure requirement to grow above certain size of a city (which was particularly harsh in ''III''). By having more population, you have more people working, more wealth being generated, and population growing. Various buildings in ''IV'' offer either percentage modifiers, so the more the city was making of a given thing, the bigger the bonus. Not to mention, in ''V'', several buildings (such as the Library) scale proportionally based on population ''and'' kept percentage-based modifiers. It's not uncommon for people to build 2-3 cities on one playthrough and win because of this (since having lots of small cities carries a higher unhappiness penalty than having a few massive ones). Its relationship with Science makes the problem worse in ''V''. A larger population means higher Science output, and each city you found marginally increases your technology costs, so by only having a few cities with high population, you're going to have a technological advantage over larger civs. This is apparently one of the main reasons why putting heavy emphasis on science is important, since ArtificialStupidity causes the AI to suffer technological penalties for having more cities and instead are blessed with [[TheComputerIsACheatingBastard a cheating economy]] so that they can put emphasis on [[ZergRush building a lot of weak units]] while neglecting to properly build their own cities. It's usually better to have few strong units than to try and build as many units as possible.


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** While various victory types can ignore certain stats unless you're going for their victory type (as in, faith has little value if you're not focusing on religion) no victory type can ignore science output. Science victories require you to race ahead through the tech tree as fast as possible, military units for domination are locked behind increasingly advanced technologies and wonders are also locked behind technology. And even if you're going for culture or faith victories, you need to be able to repel potential invaders and spearmen just won't cut it. This isn't as prevalent in ''VI'' due to the introduction of the culture based civics tree, but the game still doesn't really require you to focus on those anyway, meaning culture buildings are a secondary concern.

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* ArtisticLicenseLinguistics: The Civilopedia entry for Writing in ''V'' claims that logographic writing systems have a separate character for each and every word, and require tens of thousands of characters to work. That is true to an extent: logographic systems have a separate symbol for every verb, noun, adjective, and anything in between, but the entry goes on to say "There's a symbol for sheep, and another symbol for a thousand sheep, and yet another symbol for the sound a sheep makes when falling off of a pyramid" which is inaccurate. The confusion mainly comes from the fact that English doesn't combine words often - for example, the German word ''Rechtsschutzversicherungsgesellschaften'' might seem to be one really long word, but it's equivalent to English writing ''Insurancecompaniesprovidinglegalprotection''. Is that one word, or is that 5? Thus, in reality they only need around 2000 ~ 3000 characters.

to:

* ArtisticLicenseLinguistics: ArtisticLicenseLinguistics:
**
The Civilopedia entry for Writing in ''V'' claims that logographic writing systems have a separate character for each and every word, and require tens of thousands of characters to work. That is true to an extent: logographic systems have a separate symbol for every verb, noun, adjective, and anything in between, but the entry goes on to say "There's a symbol for sheep, and another symbol for a thousand sheep, and yet another symbol for the sound a sheep makes when falling off of a pyramid" which is inaccurate. The confusion mainly comes from the fact that English doesn't combine words often - for example, the German word ''Rechtsschutzversicherungsgesellschaften'' might seem to be one really long word, but it's equivalent to English writing ''Insurancecompaniesprovidinglegalprotection''. Is that one word, or is that 5? Thus, in reality they only need around 2000 ~ 3000 characters.characters.
** In ''II'', Alphabet is a prerequisite for the discovery of writing. Alphabets evolved from other writing systems, so the discovery of writing came first by a margin of millennia.
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* TheComputerIsACheatingBastard: See ''TheComputerIsACheatingBastard/Civilization'', as there's enough examples for a dedicated subpage.

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* TheComputerIsACheatingBastard: See ''TheComputerIsACheatingBastard/Civilization'', as there's There are enough examples for [[TheComputerIsACheatingBastard/{{Civilization}} a dedicated subpage.subpage]].
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* TheComputerIsACheatingBastard: This game has an entire folder on the trope page.

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* TheComputerIsACheatingBastard: This game has an entire folder on the trope page.See ''TheComputerIsACheatingBastard/Civilization'', as there's enough examples for a dedicated subpage.
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-->''Centuries later, archeologists discover the remains of your ancient civilization. Evidence of thriving towns, (a technology you discovered), roads, and a centralized government amaze the startled scientists. Finally, they come upon a stone tablet, which contains but one mysterious phrase: "(leader's name) will return!"''

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-->''Centuries --->''Centuries later, archeologists discover the remains of your ancient civilization. Evidence of thriving towns, (a technology you discovered), roads, and a centralized government amaze the startled scientists. Finally, they come upon a stone tablet, which contains but one mysterious phrase: "(leader's name) will return!"''



-->''Your Civilization has fallen...but your people do not despair. For they know you will one day return to lead them back to glory.''

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-->''Your --->''Your Civilization has fallen...but your people do not despair. For they know you will one day return to lead them back to glory.''



--> ''"Fearsome General, your people call for the recreation of a new Hunnic Empire, one which will make the exploits and histories of the former seem like the faded dreamings of a dying sun."''

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--> ''"Fearsome --->''"Fearsome General, your people call for the recreation of a new Hunnic Empire, one which will make the exploits and histories of the former seem like the faded dreamings of a dying sun."''



-->"You are merely a stepping-stone on my grand ascent to world domination!"
-->"Now is the time for my master plan to commence. You will now die like the rest of these fools."

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-->"You --->"You are merely a stepping-stone on my grand ascent to world domination!"
-->"Now
domination!"\\
"Now
is the time for my master plan to commence. You will now die like the rest of these fools."



---> "My words are backed with NUCLEAR WEAPONS!"

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---> "My --->"My words are backed with NUCLEAR WEAPONS!"



--> We meant no offense when we were trying to take your cultural heritage.

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--> We --->We meant no offense when we were trying to take your cultural heritage.



-->'''Horse Riding''': ''"[[ShoutOutToShakespeare A horse! A horse! My]] '''[[Theatre/RichardIII kingdom]]''' [[Theatre/RichardIII for a horse!]]"''

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-->'''Horse Riding''': ''"[[ShoutOutToShakespeare Riding:''' "[[ShoutOutToShakespeare A horse! A horse! My]] '''[[Theatre/RichardIII kingdom]]''' [[Theatre/RichardIII for a horse!]]"''horse!]]"



--> '''Unit Description''': Good luck, Commander!

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--> '''Unit Description''': -->'''Unit Description:''' Good luck, Commander!



---> ''This form of government was quite popular in [[ThoseWackyNazis certain states in Central Europe]] during the last century but other states didn't much like it, and it was ultimately abandoned after [[UsefulNotes/WorldWar2 some unpleasantness]].''

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---> ''This --->''This form of government was quite popular in [[ThoseWackyNazis certain states in Central Europe]] during the last century but other states didn't much like it, and it was ultimately abandoned after [[UsefulNotes/WorldWar2 some unpleasantness]].''



---> '''Gandhi:''' I have just been informed that a large number of our soldiers have entered your territory. I strongly recommend a campaign of passive resistance as the best way to defeat them.

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---> '''Gandhi:''' --->'''Gandhi:''' I have just been informed that a large number of our soldiers have entered your territory. I strongly recommend a campaign of passive resistance as the best way to defeat them.



--> '''Catherine''' We were defeated, so this makes me your slave. [[HappinessInSlavery I suppose there are worse fates]].

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--> '''Catherine''' -->'''Catherine:''' We were defeated, so this makes me your slave. [[HappinessInSlavery I suppose there are worse fates]].



--> An Emissary from the _ wishes to speak with you. Will you receive him?\\

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--> An -->An Emissary from the _ wishes to speak with you. Will you receive him?\\



----> '''Civilization's Leader''': You have something that we want. Perhaps you'd like to trade for it?

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----> '''Civilization's Leader''': ---->'''Civilization's Leader:''' You have something that we want. Perhaps you'd like to trade for it?



--> The world's first Nuclear Test has taken place in Hiroshima!

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--> The --->The world's first Nuclear Test has taken place in Hiroshima!



-->'''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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-->'''Brennos --->'''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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* DoubleEdgedBuff: A civilization suffering a Dark Age can enact special Policies that grant a [[ComebackMechanic major boost to one aspect of its development]] at the cost of a substantial penalty or hindrance -- for example, "Elite Forces" gives all your units [[ExperienceBooster double XP]] but raises their maintenance costs.

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** In ''I'' and ''II'', conquering a city of a more advanced civ instantly grants a single, randomly selected technology that they know and your civ lacks.

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** In ''I'' and ''II'', conquering a city of a more advanced civ instantly grants a single, randomly selected technology that they know and the attacking civ lacks. This was a double-edged sword, since AI (''already'' cheating with research) could easily catch-up with human players when their cities were poorly defended.
** There is a single wonder in every game in the series that grants one or two instantly researched technologies when build. Getting it allows to either cement
your civ lacks.tech lead ''or'' to catch up when lagging behind.

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You can tech-steal in pretty much all games in the series, and it has the exact same purpose


** 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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** In earlier games, The Great Library (of Alexandria) wonder allowed to get for free ''any'' technology that was already known or researched later by at least two other civs. Building it allowed for catching up over any given technological gap and was often worth rushing toward to ''outpace'' the competition.
** In ''I'' and ''II'', conquering a city of a more advanced civ instantly grants a single, randomly selected technology that they know and your civ lacks.
** Espionage in ''V'' is designed to help civs that are lagging behind the technology race. Once In ''V'' in particular, 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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