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* SpaceManagementGame: Commodity game sub-genre.

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* SpaceManagementGame: Commodity game sub-genre.SubGenre.
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* AwesomeButImpractical: Pyramids in general. They're the single highest source of Prestige around while also providing the vital service of being a burial place, but you'll almost never build them unless the scenario objectives require it. Unlike basically every other building they're built with limestone, which will require a dedicated work camp to extract and can be a huge pain to get to the building site. Then to build them you need a second work camp as well as tons of time-and since they're intended for burial you can run into trouble if your Pharoh dies before his pyramid is finished. On top of that, since the two work camps will often be quite a distance from the main city, they tend to need entirely dedicated support structures-ranging from bakeries to goods vendors to medical facilities (It's a dangerous job) and worship sites to gods like Ptah that are primarily worshipped by laborers and of little use to anyone else in the city. Combine the manpower, resources, specialized labor (Educated people working as Overseers can't do more generally practical jobs like Priest and Scribe), and general effort required on the part of the player; and it becomes clear why most of the time you'll stick to mastabas for burial and obelisks, sculptures, and world events for Prestige.

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* AwesomeButImpractical: Pyramids in general. They're the single highest source of Prestige around while also providing the vital service of being a burial place, but you'll almost never build them unless the scenario objectives require it. Unlike basically every other building they're built with limestone, which will require a dedicated work camp to extract and can be a huge pain to get to the building site. Then to build them you need a second work camp as well as tons of time-and since they're intended for burial you can run into trouble if your Pharoh Pharaoh dies before his pyramid is finished. On top of that, since the two work camps will often be quite a distance from the main city, they tend to need entirely dedicated support structures-ranging from bakeries to goods vendors to medical facilities (It's a dangerous job) and worship sites to gods like Ptah Ra that are primarily worshipped by laborers and of little use to anyone else in the city. Combine the manpower, resources, specialized labor (Educated people working as Overseers can't do more generally practical jobs like Priest and Scribe), and general effort required on the part of the player; and it becomes clear why most of the time you'll stick to mastabas for burial and obelisks, sculptures, and world events for Prestige.
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* AwesomeButImpractical: Pyramids in general. They're the single highest source of Prestige around while also providing the vital service of being a burial place, but you'll almost never build them unless the scenario objectives require it. Unlike basically every other building they're built with limestone, which will require a dedicated work camp to extract and can be a huge pain to get to the building site. Then to build them you need a second work camp as well as tons of time-and since they're intended for burial you can run into trouble if your Pharoh dies before his pyramid is finished. On top of that, since the two work camps will often be quite a distance from the main city, they tend to need entirely dedicated support structures-ranging from bakeries to goods vendors to medical facilities (It's a dangerous job) and worship sites to gods like Ptah that are primarily worshipped by laborers and of little use to anyone else in the city. Combine the manpower, resources, specialized labor (Educated people working as Overseers can't do more generally practical jobs like Priest and Scribe), and general effort required on the part of the player; and it becomes clear why most of the time you'll stick to mastabas for burial and obelisks, sculptures, and world events for Prestige.

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* OddlyNamedSequel2ElectricBoogaloo: In a way: ''Inmortal Cities Children of the Nile'', SpiritualSuccessor of ''VideoGame/{{Pharaoh}}''.

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* OddlyNamedSequel2ElectricBoogaloo: In a way: ''Inmortal ''Immortal Cities Children of the Nile'', SpiritualSuccessor of ''VideoGame/{{Pharaoh}}''.


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* PracticalCurrency: The main currency is food, which your population naturally constantly consumes.

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Adding examples from trope pages and doing some proofreading.


''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the series' games, but was still appreciated enough to retain an [[http://immortalcities.com/cotn/ official website]] some 15 years after its release, until the site was eventually pulled in 2020.

to:

''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to [[VideoGame3DLeap go fully 3D, 3D]], but the graphics were found to be a bit lacking. lacking. It remains something of an odd one out among in the series' games, series, but was still appreciated enough to retain an [[http://immortalcities.com/cotn/ official website]] some 15 years after its release, website until the site was eventually pulled in 2020.
2020.

----



* ZeroPercentApprovalRating / ApatheticCitizens: Your citizens will go on strike, protest in front of your palace and finally leave your city (this is very harmful if they are educated) if you don't cover their numerous demands and needs properly.
* AncientEgypt: Merged with UsefulNotes/AncientGreece in the expansion, Alexandria was founded by UsefulNotes/AlexanderTheGreat.
* BuildLikeAnEgyptian: Often the goal of a campaign includes building certain pyramids.
* CommandAndConquerEconomy:
** Present regarding construction but minimized when it comes to logistics, the citizens must personally attend to their own needs as opposed to previous games in the series where things were delivered to their doors.
** Alluded, the citizens can occasionally be heard speaking of a golden age when a market lady brought pottery and linen right to your doorstep

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* ZeroPercentApprovalRating / ApatheticCitizens: Your citizens will ZeroPercentApprovalRating: You can incur this if you don't tend to your citizens' demands and needs properly, motivating them to go on strike, protest in front of your palace palace, and finally leave your city. The loss of your educated workforce can send your city (this into a spiral, so this is very harmful if they are educated) if you don't cover their numerous demands and needs properly.
best avoided.
* AncientEgypt: Merged with UsefulNotes/AncientGreece in The main campaign covers the expansion, time period from the Old Kingdom to the New Kingdom. The expansion adds an element of UsefulNotes/AncientGreece, as Alexandria was founded by UsefulNotes/AlexanderTheGreat.
* BuildLikeAnEgyptian: Often the goal of a campaign includes building certain pyramids.
pyramids for nobles or royals to be buried in. You can also enhance your prestige score by building sphinx statues.
* CommandAndConquerEconomy:
CityGuards: You can employ a force of City Guards separate from your main army. They're less combat-capable than soldiers and mostly go around stopping vagrants, thieves, and protesters.
* CommandAndConquerEconomy:
** Present regarding construction but minimized when it comes to logistics, the citizens must personally attend to their own needs as opposed to previous games in the series where things were delivered to their doors. \n** Alluded, the citizens can occasionally be heard speaking of a golden age when a market lady brought pottery and linen right to your doorstep



* DualModeUnit: Educated professionals can switch between several tasks; Commanders can train the army, lead the army, the navy or the local militia. Priests have four social roles and scribes and overseers have various censual and construction related modes available.
* DueToTheDead: Afterlife is a fundamental aspect of the Egyptian culture, your citizens get very upset if there are not mortuary facilities available and your prestige suffers a big hit if a recently dead Pharaoh does not have a magnificent burial site.
* FounderOfTheKingdom: You in the campaign. Founder of Alexandria too in the expansion.

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* DualModeUnit: Educated professionals can switch between several tasks; tasks. Commanders can train the army, army or lead the army, the navy navy, or the local militia. Priests have four social roles and scribes and overseers have various censual and construction related modes available.
* DueToTheDead: Afterlife The afterlife is a fundamental aspect of the Egyptian culture, so your citizens get very upset if there are not mortuary facilities available and your prestige suffers a big hit if a recently dead Pharaoh does not have a magnificent burial site.
* EyeOfHorusMeansEgypt: The Eye is the game's logo and is prominently featured on the cover.
*
FounderOfTheKingdom: You found the Old Kingdom in the campaign. Founder of Alexandria too in the expansion.



* GodsNeedPrayerBadly: Subverted, in a major departure from Pharaoh and the rest of the series, the gods are not supernatural beings but mere symbols. That's all, [[DivineIntervention no help, no curses]], just indirect results; the people get angsty if they can't worship them properly. Some gods are more important than others and their demand is dynamic (e.g people will want to worship Osiris a lot if a flood is expected to be poor).

to:

* GodsNeedPrayerBadly: Subverted, Subverted in a major departure from Pharaoh and the rest of the series, the gods are not supernatural beings but mere symbols. That's all, [[DivineIntervention no help, no curses]], just indirect results; the people get angsty if they can't worship them properly. Some gods are more important than others and their demand is dynamic (e.g people will want to worship Osiris a lot if a flood is expected to be poor).



* NonEntityGeneral: Averted, you character, the Pharaoh is another inhabbitant of the city and moves around [[TooImportantToWalk carried on a litter]]. He is buried in a specifically designated tomb when he dies.

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* MythologyGag: The citizens can occasionally be heard speaking of a golden age when a market lady brought pottery and linen right to your doorstep, as they do in earlier games in the series.
* NonEntityGeneral: Averted, you your character, the Pharaoh is another inhabbitant inhabitant of the city and moves around [[TooImportantToWalk carried on a litter]]. He is buried in a specifically designated tomb when he dies. dies.
* OddballInTheSeries: The game breaks from VideoGame/CityBuildingSeries conventions like [[RidiculouslyFastConstruction instant construction]], [[PhysicalReligion active gods]], resource-delivering walkers, and GlobalCurrency; limits the city's educated workforce with the Prestige mechanic; and makes the VideoGame3DLeap.



* OmnidisciplinaryScientist: The priests; they provide healthcare, teach students at schools, tend the gods at worship facilities and provide funerary services.
* RagsToRiches: Most of your citizens are farmers and some even vagrants or muggers, but their families can and eventually will climb up the social ladder if the adequate jobs and education opportunities are available.
* RealIsBrown: The game departs from the bright yellow tones of Pharaoh and the brown soil and dirt is one of the factors that make it look less cartoony are more realistic. That and years of computer and graphical improvements of course.
* RidiculouslyFastConstruction: Averted, the buildings need bricks and a constructor to be physically present. And the monuments need a lot of special resources, workers and an overseer coordinating everything to have any work done. Then it realistically takes a huge amount of time to build huge structures.

to:

* OmnidisciplinaryScientist: The priests; they priests provide healthcare, teach students at schools, tend the gods at worship facilities facilities, and provide funerary services.
services.
* RagsToRiches: Most of your citizens are farmers and some even vagrants or muggers, but their families can and eventually will climb up the social ladder if the adequate jobs and education opportunities are available.
* RealIsBrown: The game departs from the bright yellow tones and cartoony aesthetic of Pharaoh and the in favour of a brown soil environment and dirt is one lots of the factors that make it look less cartoony are more realistic. That and years of computer and graphical improvements of course.
brown buildings.
* RidiculouslyFastConstruction: Averted, Averted in a major departure from the buildings rest of the series. Buildings need bricks and a constructor to be physically present. And the present, while monuments need a lot of special resources, workers workers, and an overseer coordinating everything to have any work done. Then it realistically takes a huge amount of time to build huge structures.



* SpaceManagementGame: Comodity game sub-genre.

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* SpaceManagementGame: Comodity Commodity game sub-genre.



* UrbanSegregation: Optional. Ideally, to minimize walking time farmer houses would be placed near the river. The Palace and upper class houses are larger structures usually placed inland over a flat expanse. Shopkeepers and middle class services can be located between the two or placed where needed. Military camps, faraway resources and construction sites usually need to be supported with a new small neighbourhood to maximize efficiency.
* VideoGameCaringPotential: It is possible to make all your citizens happy. Have your granaries full of food, give them jobs, have a good medical and mortuary coverage, keep the city safe with your soldiers and full of places to worship their favourite gods. Add lavish houses for the elite, fancy tombs for the nobles and a courtroom to solve disputes, and they will worship you

to:

* UrbanSegregation: Optional. Ideally, to minimize walking time farmer houses would be placed near the river. The Palace and upper class houses are larger structures usually placed inland over a flat expanse. Shopkeepers and middle class services can be located between the two or placed where needed. Military camps, faraway resources resources, and construction sites usually need to be supported with a new small neighbourhood neighbourhoods to maximize efficiency.
* VideoGameCaringPotential: It is possible to make all your citizens happy. Have your granaries full of food, give them jobs, have a good medical and mortuary coverage, keep the city safe with your soldiers and full of places to worship their favourite gods. Add lavish houses for the elite, fancy tombs for the nobles and a courtroom to solve disputes, and they will worship youyou.



* VideoGameCrueltyPunishment: If you neglect your citizens' needs and desires, they'll leave or [[TheDogBitesBack turn to banditry]], bringing your city to a grinding halt and potentially even ending your dynasty.



** Prestige is the other main resource as it allows to employ more educated citizens. It's obtained via monuments, beautifications and glorious achievements.

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** Prestige is the other main resource as it allows you to employ more educated citizens. It's obtained via monuments, beautifications and glorious achievements.
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Capitalization was fixed from Videogame.Immortal Cities Children Of The Nile to VideoGame.Immortal Cities Children Of The Nile. Null edit to update page. Page may need a mojibake cleanup after the fact
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''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the series' games, but is still appreciated enough to retain an [[http://immortalcities.com/cotn/ official website]] 15 years after its release, until the site was eventually pulled in 2020.

to:

''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the series' games, but is was still appreciated enough to retain an [[http://immortalcities.com/cotn/ official website]] some 15 years after its release, until the site was eventually pulled in 2020.
Is there an issue? Send a MessageReason:
None


''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the series' games, but is still appreciated enough to retain an [[http://immortalcities.com/cotn/ official website]] 15 years after its release.

to:

''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the series' games, but is still appreciated enough to retain an [[http://immortalcities.com/cotn/ official website]] 15 years after its release.
release, until the site was eventually pulled in 2020.

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''Immortal Cities: Children of the Nile'' is a SimulationGame developed by Tilted Mill Entertainment in 2004 as part of their VideoGame/CityBuildingSeries. It also received an ExpansionPack called ''Alexandria''.

to:

''Immortal Cities: Children of the Nile'' is a SimulationGame developed by Tilted Mill Entertainment for [[UsefulNotes/IBMPersonalComputer PC]] in 2004 as part of their VideoGame/CityBuildingSeries. It also received an ExpansionPack called ''Alexandria''.

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''Immortal Cities: Children of the Nile'' (2004) is a SimulationGame developed by Tilted Mill Entertainment and part of the VideoGame/CityBuildingSeries. It's the SpiritualSuccessor of ''VideoGame/{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.

''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the games.

It received a minor ExpansionPack, ''Alexandria''.

[[http://immortalcities.com/cotn/ Official Site]]
----

to:

''Immortal Cities: Children of the Nile'' (2004) is a SimulationGame developed by Tilted Mill Entertainment and in 2004 as part of the their VideoGame/CityBuildingSeries. It's the SpiritualSuccessor of ''VideoGame/{{Pharaoh}}'' . It also received an ExpansionPack called ''Alexandria''.

Like its predecessor, [[SpiritualSuccessor spiritual predecessor]], ''VideoGame/{{Pharaoh}}'', the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.

Pharaoh.

''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the games.

It received a minor ExpansionPack, ''Alexandria''.

series' games, but is still appreciated enough to retain an [[http://immortalcities.com/cotn/ Official Site]]
----
official website]] 15 years after its release.



* GodsNeedPrayerBadly: Subverted, in a major departure from Pharaoh and the rest of the series, the gods are not supernatural beings but mere symbols. That's all, [[DivineIntervention no help, no curses]], just indirect results; the people get angsty if they can't worship them properly. Some gods are more important than others and their demand is dynamic (e.g people will want to worship Osiris a lot if a flood is expected to be poor) .

to:

* GodsNeedPrayerBadly: Subverted, in a major departure from Pharaoh and the rest of the series, the gods are not supernatural beings but mere symbols. That's all, [[DivineIntervention no help, no curses]], just indirect results; the people get angsty if they can't worship them properly. Some gods are more important than others and their demand is dynamic (e.g people will want to worship Osiris a lot if a flood is expected to be poor) .poor).
* MedievalStasis: The game represents three thousand years of egyptian history exactly the same. The pyramids you're building throughout the game are 500 years in the future in the first campaign mission and 1000 years in the past in the last.



* MedievalStasis: The game represents three thousand years of egyptian history exactly the same. The pyramids you're building throughout the game are 500 years in the future in the first campaign mission and 1000 years in the past in the last.
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* AncientEgypt: Merged with AncientGreece in the expansion, Alexandria was founded by UsefulNotes/AlexanderTheGreat.

to:

* AncientEgypt: Merged with AncientGreece UsefulNotes/AncientGreece in the expansion, Alexandria was founded by UsefulNotes/AlexanderTheGreat.
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* AncientEgypt: Merged with AncientGreece in the expansion, Alexandria was founded by AlexanderTheGreat.

to:

* AncientEgypt: Merged with AncientGreece in the expansion, Alexandria was founded by AlexanderTheGreat.UsefulNotes/AlexanderTheGreat.
Is there an issue? Send a MessageReason:
Added namespaces.


''Immortal Cities: Children of the Nile'' (2004) is a SimulationGame developed by Tilted Mill Entertainment and part of the VideoGame/CityBuildingSeries. It's the SpiritualSuccessor of ''{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.

to:


''Immortal Cities: Children of the Nile'' (2004) is a SimulationGame developed by Tilted Mill Entertainment and part of the VideoGame/CityBuildingSeries. It's the SpiritualSuccessor of ''{{Pharaoh}}'' .''VideoGame/{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.



* OddlyNamedSequel2ElectricBoogaloo: In a way: ''Inmortal Cities Children of the Nile'', SpiritualSuccessor of ''{{Pharaoh}}''.

to:

* OddlyNamedSequel2ElectricBoogaloo: In a way: ''Inmortal Cities Children of the Nile'', SpiritualSuccessor of ''{{Pharaoh}}''.''VideoGame/{{Pharaoh}}''.
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* [[MedievalStasis]]: The game represents three thousand years of egyptian history exactly the same. The pyramids you're building throughout the game are 500 years in the future in the first campaign mission and 1000 years in the past in the last.

to:

* [[MedievalStasis]]: MedievalStasis: The game represents three thousand years of egyptian history exactly the same. The pyramids you're building throughout the game are 500 years in the future in the first campaign mission and 1000 years in the past in the last.
Is there an issue? Send a MessageReason:
None


* [[MedivalStasis]]: The game represents three thousand years of egyptian history exactly the same. The pyramids you're building throughout the game are 500 years in the future in the first campaign mission and 1000 years in the past in the last.

to:

* [[MedivalStasis]]: [[MedievalStasis]]: The game represents three thousand years of egyptian history exactly the same. The pyramids you're building throughout the game are 500 years in the future in the first campaign mission and 1000 years in the past in the last.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*[[MedivalStasis]]: The game represents three thousand years of egyptian history exactly the same. The pyramids you're building throughout the game are 500 years in the future in the first campaign mission and 1000 years in the past in the last.
Is there an issue? Send a MessageReason:
None


* UrbanSegregation: Optional. Ideally, to minimize walking time farmer houses would be placed near the river. The Palace and upper class houses are larger structures usually placed inland over a flat explanade. Shoopkeeepers and middle class services can be located between the two or mixed. Military camps, far away resources and construction sites usually need to be supported with a new small neighbourhood to maximize efficiency.
* VideoGameCaringPotential: You sure can make all your citizens happy. Have your granaries full of food, give them jobs, have a good medical and mortuary coverage, keep the city safe with your soldiers and full of places to worship their favourite gods. Add lavish houses for the elite, fancy tombs for the nobles and a courtroom to solve disputes and they will worship you

to:

* UrbanSegregation: Optional. Ideally, to minimize walking time farmer houses would be placed near the river. The Palace and upper class houses are larger structures usually placed inland over a flat explanade. Shoopkeeepers expanse. Shopkeepers and middle class services can be located between the two or mixed. placed where needed. Military camps, far away faraway resources and construction sites usually need to be supported with a new small neighbourhood to maximize efficiency.
* VideoGameCaringPotential: You sure can It is possible to make all your citizens happy. Have your granaries full of food, give them jobs, have a good medical and mortuary coverage, keep the city safe with your soldiers and full of places to worship their favourite gods. Add lavish houses for the elite, fancy tombs for the nobles and a courtroom to solve disputes disputes, and they will worship you
Is there an issue? Send a MessageReason:
None


* GenerationalSaga: You play as a member of the [[RoyalBlood Royal Family]], as a dinasty; when your current Pharaoh dies you keep playing as his heir and have to bury the dead one. Every time a new ruler rises to the throne your prestige takes a hit as you are not renowned yet.

to:

* GenerationalSaga: You play as a member of the [[RoyalBlood Royal Family]], as a dinasty; dynasty; when your current Pharaoh dies you keep playing as his heir and have to bury the dead one. Every time a new ruler rises to the throne your prestige takes a hit as you are your new character is not renowned yet.
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Added DiffLines:

* WhatHaveYouDoneForMeLately: Your prestige score naturally degrades over time, requiring a steady stream of exploits and monuments to keep your educated elite from packing up and leaving.
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* TopGod: There are a lot of gods -over a dozen- , but some -depending on the scenario- are more important than others for your people and require greater buildings and complex temples accordingly.

to:

* TopGod: There are over a lot of gods -over a dozen- , dozen gods, but some -depending some, depending on the scenario- scenario, are more important than others for your people and require greater buildings and complex temples accordingly.
Is there an issue? Send a MessageReason:
None


''Immortal Cities: Children of the Nile'' (2004) is a SimulationGame developed by Tilted Mill Entertainment and part of the CityBuildingSeries. It's the SpiritualSuccessor of ''{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.

to:

''Immortal Cities: Children of the Nile'' (2004) is a SimulationGame developed by Tilted Mill Entertainment and part of the CityBuildingSeries.VideoGame/CityBuildingSeries. It's the SpiritualSuccessor of ''{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.
Is there an issue? Send a MessageReason:
None


''Immortal Cities: Children of the Nile'' is a SimulationGame developed by Tilted Mill Entertainment and part of the CityBuildingSeries. It's the SpiritualSuccessor of ''{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.

to:

''Immortal Cities: Children of the Nile'' (2004) is a SimulationGame developed by Tilted Mill Entertainment and part of the CityBuildingSeries. It's the SpiritualSuccessor of ''{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.
Is there an issue? Send a MessageReason:
namespace migration

Added DiffLines:

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Immortal_Cities_-_Children_of_the_Nile_Coverart1_3307.png]]
''Immortal Cities: Children of the Nile'' is a SimulationGame developed by Tilted Mill Entertainment and part of the CityBuildingSeries. It's the SpiritualSuccessor of ''{{Pharaoh}}'' . Like its predecessor, the game is set in ancient Egypt, and in campaign and scenarios it follows the exploits of several dynasties throughout history. You'll get the chance to construct massive Mastabas and Pyramids, battle against other tribes and neighbours, and cultivate the fertile banks of the Nile, to provide places to worship the many Egyptian gods and to give a safe passage to the afterlife to your citizens and Pharaoh.

''Children of the Nile'' radically breaks with established concepts from previous games (such as walkers, apartment blocks for workers or active gods). It was also the first in the series to go fully 3D, but the graphics were found to be a bit lacking. It remains something of an odd one out among the games.

It received a minor ExpansionPack, ''Alexandria''.

[[http://immortalcities.com/cotn/ Official Site]]
----
!!This game provides examples of:
* ZeroPercentApprovalRating / ApatheticCitizens: Your citizens will go on strike, protest in front of your palace and finally leave your city (this is very harmful if they are educated) if you don't cover their numerous demands and needs properly.
* AncientEgypt: Merged with AncientGreece in the expansion, Alexandria was founded by AlexanderTheGreat.
* BuildLikeAnEgyptian: Often the goal of a campaign includes building certain pyramids.
* CommandAndConquerEconomy:
** Present regarding construction but minimized when it comes to logistics, the citizens must personally attend to their own needs as opposed to previous games in the series where things were delivered to their doors.
** Alluded, the citizens can occasionally be heard speaking of a golden age when a market lady brought pottery and linen right to your doorstep
** There is a kind of dual economy as your civil servants get food (money) directly from your distribution facilities, but the rest of the citizens are a private group that have to trade and sell their wares in order to get it. They can scavenge for food if there is not enough, but this makes them quite unhappy.
* ACommanderIsYou: As in previous games you are the administrator behind the recrutiment, training and composition of the army, but you only get to (tactically) command your troops if your city is invaded. You can strategically decide to invade other cities in the world map, but those battles happen offscreen.
* DualModeUnit: Educated professionals can switch between several tasks; Commanders can train the army, lead the army, the navy or the local militia. Priests have four social roles and scribes and overseers have various censual and construction related modes available.
* DueToTheDead: Afterlife is a fundamental aspect of the Egyptian culture, your citizens get very upset if there are not mortuary facilities available and your prestige suffers a big hit if a recently dead Pharaoh does not have a magnificent burial site.
* FounderOfTheKingdom: You in the campaign. Founder of Alexandria too in the expansion.
* GenerationalSaga: You play as a member of the [[RoyalBlood Royal Family]], as a dinasty; when your current Pharaoh dies you keep playing as his heir and have to bury the dead one. Every time a new ruler rises to the throne your prestige takes a hit as you are not renowned yet.
* GodsNeedPrayerBadly: Subverted, in a major departure from Pharaoh and the rest of the series, the gods are not supernatural beings but mere symbols. That's all, [[DivineIntervention no help, no curses]], just indirect results; the people get angsty if they can't worship them properly. Some gods are more important than others and their demand is dynamic (e.g people will want to worship Osiris a lot if a flood is expected to be poor) .
* NonEntityGeneral: Averted, you character, the Pharaoh is another inhabbitant of the city and moves around [[TooImportantToWalk carried on a litter]]. He is buried in a specifically designated tomb when he dies.
* OddlyNamedSequel2ElectricBoogaloo: In a way: ''Inmortal Cities Children of the Nile'', SpiritualSuccessor of ''{{Pharaoh}}''.
* OmnidisciplinaryScientist: The priests; they provide healthcare, teach students at schools, tend the gods at worship facilities and provide funerary services.
* RagsToRiches: Most of your citizens are farmers and some even vagrants or muggers, but their families can and eventually will climb up the social ladder if the adequate jobs and education opportunities are available.
* RealIsBrown: The game departs from the bright yellow tones of Pharaoh and the brown soil and dirt is one of the factors that make it look less cartoony are more realistic. That and years of computer and graphical improvements of course.
* RidiculouslyFastConstruction: Averted, the buildings need bricks and a constructor to be physically present. And the monuments need a lot of special resources, workers and an overseer coordinating everything to have any work done. Then it realistically takes a huge amount of time to build huge structures.
* RoyalsWhoActuallyDoSomething: The Pharaoh or his heir usually preside over the courtroom and move around inspecting the buildings. The wife and her entourage buys household goods.
* SpaceManagementGame: Comodity game sub-genre.
* TopGod: There are a lot of gods -over a dozen- , but some -depending on the scenario- are more important than others for your people and require greater buildings and complex temples accordingly.
* UrbanSegregation: Optional. Ideally, to minimize walking time farmer houses would be placed near the river. The Palace and upper class houses are larger structures usually placed inland over a flat explanade. Shoopkeeepers and middle class services can be located between the two or mixed. Military camps, far away resources and construction sites usually need to be supported with a new small neighbourhood to maximize efficiency.
* VideoGameCaringPotential: You sure can make all your citizens happy. Have your granaries full of food, give them jobs, have a good medical and mortuary coverage, keep the city safe with your soldiers and full of places to worship their favourite gods. Add lavish houses for the elite, fancy tombs for the nobles and a courtroom to solve disputes and they will worship you
* VideoGameCrueltyPotential: Just reverse some of the above. Strikes, emigration and starvation will ensue, and [[VideoGameCrueltyPunishment your city will quickly spiral into ruin]] as educated workers aren't easy to replace once they are gone.
* YouRequireMoreVespeneGas:
** Food is the [[GlobalCurrency actual currency]], and it's very seasonal and erratic at first as it comes from the harvests and the flooding cylce of the Nile. Other resources are gathered locally or traded.
** Prestige is the other main resource as it allows to employ more educated citizens. It's obtained via monuments, beautifications and glorious achievements.
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