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** In 1404, Norias. Because Norias with overlapping areas stack, with proper placement, you can have production buildings running at 100% efficiency when by all logic, they shouldn't. Examples include 8 lumberjack huts clustered around a single market building and production buildings like rose nurseries or vineyards using just 1 field rather than 6 or 5 respectively. And that's before you get into using large Norias...
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* AuthorsSavingThrow: ''2205'' was widely panned on release for being dry, predictable, and completely lacking in character. After a few fixes, some of the promised DLC packs being released, and the release of extra features like Veteran difficulty, crises in your operating regions and a few extra maps, reception of the game gradually grew from "dumbed down to oblivion" to "at least moderately enjoyable."
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* UnintenionalUncannyValley: The NPC's in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.

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* UnintenionalUncannyValley: UnintentionalUncannyValley: The NPC's in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* UncannyValley: The NPC's in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.

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* UncannyValley: UnintenionalUncannyValley: The NPC's in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.

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** Hugo Mercier being a Communist.[[note]]A lot of the practical points of Mercia's philosophy echo more than a few popular aspects of Communism (specifically Marxism-Leninism). Such as a rejection of "bourgois" habits, the disdain for organised religion, a narrative of popular revolution. With the abundant use of "people's red" as the cherry on top. Mercier even started out as a student protester.[[/note]]

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** Hugo Mercier being a Communist.[[note]]A lot of the practical points of Mercia's philosophy echo more than a few popular aspects of Communism (specifically Marxism-Leninism). Such as a rejection of "bourgois" "bourgeois" habits, the disdain for organised religion, a narrative of popular revolution. With the abundant use of "people's red" as the cherry on top. Mercier even started out as a student protester.[[/note]]


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* RunningGag: Every single entry in the series is a four-number date that when added together come to the value of 9.
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* AuthorsSavingThrow: ''2205'' was widely panned on release for being dry, predictable, and completely lacking in character. After a few fixes, some of the promised DLC packs being released, and the release of extra features like Veteran difficulty, crises in your operating regions and a few extra maps, reception of the game gradually grew from "dumbed down to oblivion" to "at least moderately enjoyable."


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* ToughActToFollow: With or without the controversial design decisions made for ''2205'', following on from the success of Anno 2070 was no easy task. The first future-era setting of the series, the myriad of new features it brought along, the variety between factions, and the Deep Ocean DLC being widely-praised for greatly expanding the Tech faction, all with every corner positively dripping with atmosphere. Just creating something anywhere close to 2070's level was a tall order.
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* SomeAnvilsNeedToBeDropped: Engineers, the fourth of five citizen tiers in ''1800'', are predominantly female, but clicking on an engineer residence sometimes gets you a complaint along the line of "I must work twice as hard for half the recognition just because I'm a woman". While gender inequality certainly was much more pronounced at the advent of the 19th century than it is today, it's still very much a problem more than two centuries later, especially in the professional world.
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** As unappealing as it sounds to build a polluting oil-fired power station in the middle of a densely populated city, that was what the first power stations were until the 1890s.
** Electric vehicles saw considerable popularity in the late 19th century (if you had the money). In fact until an oil boom in the early 20th century sent oil prices through the floor, it was considered more practical to power a car on electricity than petroleum.
** Airships were more than just a novelty. There was some serious interest in using them for cross-continental travel in the second half of the 19th century. Later models even featured electric motors for propulsion.

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** As unappealing as it sounds to build a polluting oil-fired Though the short range of power station in the middle of lines seems like a densely populated city, that was what the first power stations were gameplay limitation. Electrical transmission just didn't have much reach until a practical method of alternating current took hold in the 1890s.
** Electric vehicles saw considerable popularity in the late 19th century (if you had the money). In fact until an oil boom in the early 20th century sent oil prices through the floor, it was considered more practical to power a car on electricity than petroleum.
** Airships were more than just a novelty. There was some serious interest in using them for cross-continental travel in the second half of the 19th century. Later models even featured electric motors for propulsion.the propellers.
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* SequelDifficultyDrop: ''2205'' is significantly more forgiving than any other title that came before. Even the most advanced production chains are easy to set up and balance, naval combat only happens on separate maps that don't affect your territory at all[[note]]the Frontiers DLC introduced the option to have hostile fleets invade your sectors from time to time, but that can be turned off entirely if you don't want it[[/note]], natural resources are infinite, citizens never riot, natural disasters don't exist[[note]]in the base game at least[[/note]], and there's no meaningful competition with AI players whatsoever. It's just you, your exceedingly well-behaved settlers, and vast stretches of beautiful nature just waiting to share their wealth with you.
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* AluminiumChristmasTrees: Due to being set during the Industrial Revolution, ''1800'' shows off more than one thing about the 19th century most people would not expect.
** The first modern battleships - complete with artillery-style cannon turrets - saw first appearance in the early 1890s. Although HMS Dreadnought (launched in 1906) lent the name to the first of the modern-style battleships. She was more the perfection of an ongoing ship design race than something entirely new.
** As unappealing as it sounds to build a polluting oil-fired power station in the middle of a densely populated city, that was what the first power stations were until the 1890s.
** Electric vehicles saw considerable popularity in the late 19th century (if you had the money). In fact until an oil boom in the early 20th century sent oil prices through the floor, it was considered more practical to power a car on electricity than petroleum.
** Airships were more than just a novelty. There was some serious interest in using them for cross-continental travel in the second half of the 19th century. Later models even featured electric motors for propulsion.


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** "Can we grow coffee there?" on any newly revealed zone.


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** Hugo Mercier being a Communist.[[note]]A lot of the practical points of Mercia's philosophy echo more than a few popular aspects of Communism (specifically Marxism-Leninism). Such as a rejection of "bourgois" habits, the disdain for organised religion, a narrative of popular revolution. With the abundant use of "people's red" as the cherry on top. Mercier even started out as a student protester.[[/note]]
* MemeticPsychopath: Some players have found Bente to be quite aggressive and dangerous despite being one of the "easy" difficulty rivals. As a result, there's a theory she's actually an evil mastermind.
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* ScrappyMechanic: Rivers in ''1800.'' Although rivers are not a new feature to the series, they tend to snake ''everywhere'' on New World islands. They do not have any building spots on them so their only real purpose is to cut the amount of viable building land on an island in half. Worse, some New World goods such as cigars and coffee require frankly enormous tracts of land to produce the needed crops. Coffee especially as Engineers need it to evolve and Investors need it to max out their houses. Both classes drink it by the barrel and get very upset if they don't have it. By the endgame, the most sought-after resource in any player's economy will likely not be gold or oil, but coffee.
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* DarthWiki/MostAnnoyingSound: ''"The festival has ended, your city has grown ugly."'' ''"A sickness has come over"''
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* MostAnnoyingSound: ''"The festival has ended, your city has grown ugly."'' ''"A sickness has come over"''

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* MostAnnoyingSound: DarthWiki/MostAnnoyingSound: ''"The festival has ended, your city has grown ugly."'' ''"A sickness has come over"''
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* UncannyValley: The NPC's in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.

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* UncannyValley: The NPC's in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.impression.
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* BreatherLevel: The seventh mission of the campaign in the 1404. After fighting for your life repelling Cardinal Lucius' attacks on your island you get a peaceful mission focused on building up an oriental town and going around doing quests.

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* BreatherLevel: The seventh mission of the campaign in the 1404.''1404''. After fighting for your life repelling Cardinal Lucius' attacks on your island you get a peaceful mission focused on building up an oriental town and going around doing quests.
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* AwesomeButImpractical: Battlecrusiers in ''1800''. Being steamships These modern-looking dreadnoughts aren't affected by the direction of the wind, they also have a lot of health, you even get an achievement for building your first one. At release however, a lone battlecruiser could be outmatched by a pair of ships of the line, which by that point in the game almost replace the cheaper frigate. Coupled with requiring generous quantities of two of the more complex production chains as well as electricity (requiring oil) and a steamship drydock operated by tier 4 citizens to build, many players chose to stick with having fleets of sailships well into the endgame. Patch 2 gave them a considerable buff in health and firepower but they remain very expensive to build.

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* AwesomeButImpractical: Battlecrusiers Battlecruisers in ''1800''. Being steamships These modern-looking steamships, these modern dreadnoughts aren't affected by the direction of the wind, they also have a lot of health, you even get an achievement for building your first one. At release however, a lone battlecruiser could be outmatched by a pair of ships of the line, which by that point in the game almost replace the cheaper frigate. Coupled with requiring generous quantities of two of the more complex production chains as well as electricity (requiring oil) and a steamship drydock operated by tier 4 citizens to build, many players chose to stick with having fleets of sailships well into the endgame. Patch 2 gave them a considerable buff in health and firepower but they remain very expensive to build.
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None

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*AwesomeButImpractical: Battlecrusiers in ''1800''. Being steamships These modern-looking dreadnoughts aren't affected by the direction of the wind, they also have a lot of health, you even get an achievement for building your first one. At release however, a lone battlecruiser could be outmatched by a pair of ships of the line, which by that point in the game almost replace the cheaper frigate. Coupled with requiring generous quantities of two of the more complex production chains as well as electricity (requiring oil) and a steamship drydock operated by tier 4 citizens to build, many players chose to stick with having fleets of sailships well into the endgame. Patch 2 gave them a considerable buff in health and firepower but they remain very expensive to build.


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* FanNickname: Due to his constant mention of [[ToiletHumor gas and his own bowels]], Sir Archibald Blake, ambassador and confidant to the Queen is affectionately known in the community as "Farty."


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* MemeticMutation: With the revamp of the Anno Union with ''1800'', the community has been more integrated than ever. Leading to quite a few of these to crop up.
** The extremely high consumption rates of various goods.
** Bente Jorgensen obsessing about butterflies.
** "Cigars: Not food, but still nutritious."
* MostAnnoyingSound: ''"The festival has ended, your city has grown ugly."'' ''"A sickness has come over"''
* SequelDifficultySpike: After the drastically simplified mechanics introduced in ''2205'', the franchise returned to older features in ''1800'' with several additions that upped the challenge of running a successful city even further: You can no longer set the tax rates of your citizens, all production buildings now need citizens to actually operate them, factories could have some positively enormous blueprints compared to before, the introduction of electricity and oil, service buildings like hospitals and fire stations needing time to set themselves up, wind direction influencing the speed of sail ships and the risk of buildings exploding. Combined these new features easily make ''1800 A.D.'' one of the most challenging entries in the series.
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** In a case of WhatCouldHaveBeen, developer diaries for ''1800'' indicated that they initially had the Cannery building early in the tech tree to provide basic food, but found that returning players in playtest sessions quickly got confused and frustrated playing the game since having a building that required multiple resource inputs to provide bottom-tier foodstuffs broke their expectation that basic fisheries built on the coast would do that. Consequently, they returned to having fishing docks as the providers of starter food without further processing.
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* SomeAnvilsNeedToBeDropped: Engineers, the fourth of five citizen tiers in ''1800'', are predominantly female, but clicking on an engineer residence sometimes gets you a complaint along the line of "I must work twice as hard for half the recognition just because I'm a woman". While gender inequality certainly was much more pronounced at the advent of the 19th century than it is today, it's still very much a problem more than two centuries later, especially in the professional world.
Is there an issue? Send a MessageReason:
None


* TheyChangedItNowItSucks: Building tooltips in ''2205'' showed exactly which amount of which resource was consumed to produce how much of another resource, and almost all production steps worked in even multiples (e.g. 2x A --> 1x B). It also displayed the exact values of production and consumption, making it easy to gauge your economy at a glance. ''1800'' ditched this very convenient system for some obscure reason and went with showing each building's production time per unit instead, which is noticeably less convenient. Worse, however, is the return to the old "trend system" for the warehouses where you aren't given absolute numbers, only an indicator of whether your inventory has been filling up or emptying recently. This not only works with a ''significant'' time delay, making it very hard to gauge how much of an effect your recent economic expansions had until 10-20 minutes later. It also triggers when you manually remove goods from the warehouse for any reason, so simply loading a ship for an expedition will throw the respective indicators into chaos. All in all, ''1800'''s economic interface is a significant step back from the convenience of ''2205'''s. Couple this with ''1800'''s massively increased complexity and the game can get frustrating before you're even halfway through the tech tree.

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* TheyChangedItNowItSucks: Building tooltips in ''2205'' showed exactly which amount of which resource was consumed to produce how much of another resource, and almost all production steps worked in even multiples (e.g. 2x A --> 1x B). It also displayed the exact values of production and consumption, making it easy to gauge your economy at a glance. ''1800'' ditched this very convenient system for some obscure reason and went with showing each building's production time per unit instead, which is noticeably less convenient. Worse, however, is the return to the old "trend system" for the warehouses where you aren't given absolute numbers, only an indicator of whether your inventory has been filling up or emptying recently. This not only works with a ''significant'' time delay, making it very hard to gauge how much of an effect your recent economic expansions had until 10-20 minutes later. It also triggers when you manually remove goods from the warehouse for any reason, so simply loading a ship for an expedition will throw the respective indicators into chaos. All in all, ''1800'''s the economic interface in ''1800'' is a significant step back from the convenience of ''2205'''s.''2205''. Couple this with ''1800'''s massively increased complexity and the game can get frustrating before you're even halfway through the tech tree.
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None


* TheyChangedItNowItSucks: Building tooltips in ''2205'' showed exactly which amount of which resource was consumed to produce how much of another resource, and almost all production steps worked in even multiples (e.g. 2x A --> 1x B). It also displayed the exact values of production and consumption, making it easy to gauge your economy at a glance. ''1800'' ditched this very convenient system for some obscure reason and went back to not showing ''anything'' except the involved resources. Most production chains still seem to operate on the even multiples system, but now the player is left alone with figuring out how many farms that produce resource A are required to fully supply the refinery that turns A into B. Couple this with ''1800'''s massively increased complexity and the game gets frustrating before you're even halfway through the tech tree.

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* TheyChangedItNowItSucks: Building tooltips in ''2205'' showed exactly which amount of which resource was consumed to produce how much of another resource, and almost all production steps worked in even multiples (e.g. 2x A --> 1x B). It also displayed the exact values of production and consumption, making it easy to gauge your economy at a glance. ''1800'' ditched this very convenient system for some obscure reason and went back to not with showing ''anything'' except the involved resources. Most each building's production chains still seem to operate on time per unit instead, which is noticeably less convenient. Worse, however, is the even multiples system, but now return to the player is left alone old "trend system" for the warehouses where you aren't given absolute numbers, only an indicator of whether your inventory has been filling up or emptying recently. This not only works with figuring out a ''significant'' time delay, making it very hard to gauge how many farms that produce resource A are required to fully supply much of an effect your recent economic expansions had until 10-20 minutes later. It also triggers when you manually remove goods from the refinery that turns A warehouse for any reason, so simply loading a ship for an expedition will throw the respective indicators into B. chaos. All in all, ''1800'''s economic interface is a significant step back from the convenience of ''2205'''s. Couple this with ''1800'''s massively increased complexity and the game gets can get frustrating before you're even halfway through the tech tree.
Is there an issue? Send a MessageReason:
None


* TheyChangedItNowItSucks: Building tooltips in ''2205'' showed exactly which amount of which resource was consumed to produce how much of another resource, and almost all production steps worked in even multiples (e.g. 2x A --> 1x B). ''1800'' ditched this very convenient system for some obscure reason and went back to not showing ''anything'' except the involved resources. Most production chains still seem to operate on the even multiples system, but now the player is left alone with figuring out how many farms that produce resource A are required to fully supply the refinery that turns A into B. Couple this with ''1800'''s massively increased complexity and the game gets frustrating before you're even halfway through the tech tree.

to:

* TheyChangedItNowItSucks: Building tooltips in ''2205'' showed exactly which amount of which resource was consumed to produce how much of another resource, and almost all production steps worked in even multiples (e.g. 2x A --> 1x B). It also displayed the exact values of production and consumption, making it easy to gauge your economy at a glance. ''1800'' ditched this very convenient system for some obscure reason and went back to not showing ''anything'' except the involved resources. Most production chains still seem to operate on the even multiples system, but now the player is left alone with figuring out how many farms that produce resource A are required to fully supply the refinery that turns A into B. Couple this with ''1800'''s massively increased complexity and the game gets frustrating before you're even halfway through the tech tree.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheyChangedItNowItSucks: Building tooltips in ''2205'' showed exactly which amount of which resource was consumed to produce how much of another resource, and almost all production steps worked in even multiples (e.g. 2x A --> 1x B). ''1800'' ditched this very convenient system for some obscure reason and went back to not showing ''anything'' except the involved resources. Most production chains still seem to operate on the even multiples system, but now the player is left alone with figuring out how many farms that produce resource A are required to fully supply the refinery that turns A into B. Couple this with ''1800'''s massively increased complexity and the game gets frustrating before you're even halfway through the tech tree.
Is there an issue? Send a MessageReason:
None


* ThatOneSidequest: The Madrigal Islands sector project in ''2205'' is just plain insane. Stage 1 includes maintaining a population of 50,000 Executives in a sector with barely any useful building space. Stage 2 requires maintaining an energy surplus of ''200,000''. For comparison: lunar fusion reactors, by far the most powerful energy sources in the game, produce ~17,500 power when fully upgraded, which is enough to supply ''an entire sector populated by 250,000 people''. They're also the second-most expensive building in the game in terms of both cash and construction materials, and you'll need at least 12 of them to meet the demand, so their combined upkeep ''will'' bankrupt all but the wealthiest players. Finally, Stage 3 demands a surplus of 200 lunar Bio Enhancers; even the largest city never consumes more than 20-25 units of this resource, and the whole project is merely about reactivating an abandoned spaceport. Well, and if you manage to get all of this done somehow, you get... three additional world market trade routes, which is arguably the most superfluous game mechanic to begin with. [[SarcasmMode Yay...]]

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* ThatOneSidequest: The Madrigal Islands sector project in ''2205'' is just plain insane. Stage 1 includes maintaining a population of 50,000 Executives in a sector with barely any useful building space. Stage 2 requires maintaining an energy surplus of ''200,000''. For comparison: lunar fusion reactors, by far the most powerful energy sources in the game, produce ~17,500 power when fully upgraded, which is enough to supply ''an entire sector populated by 250,000 people''. They're also the second-most expensive building in the game in terms of both cash and construction materials, and you'll need at least 12 of them to meet the demand, so their combined upkeep ''will'' bankrupt all but the wealthiest players. Finally, Stage 3 demands a surplus of 200 lunar Bio Enhancers; even the largest city never consumes more than 20-25 units of this resource, and the whole project is merely about reactivating an abandoned spaceport. To top it off, finalizing each stage requires huge amounts of graphene, with Stage 3 alone weighing in at a ludicrous 999 units (normal monument construction costs 50-100 units apiece). Well, and if you manage to get all of this done somehow, you get... three additional world market trade routes, which is arguably the most superfluous game mechanic to begin with. [[SarcasmMode Yay...]]

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* ThatOneSidequest: The Madrigal Islands sector project in ''2205'' is just plain insane. Stage 1 includes maintaining a population of 50,000 Executives in a sector with barely any useful building space. Stage 2 requires maintaining an energy surplus of ''200,000''. For comparison: lunar fusion reactors, by far the most powerful energy sources in the game, produce ~17,500 power when fully upgraded, which is enough to supply ''an entire sector populated by 250,000 people''. They're also the second-most expensive building in the game in terms of both cash and construction materials, and you'll need 10-15 of them to meet the demands, so their combined upkeep ''will'' bankrupt all but the wealthiest players. Finally, Stage 3 demands a surplus of 200 lunar Bio Enhancers; even the largest city never consumes more than 20-25 units of this resource, and the whole project is merely about reactivating an abandoned spaceport. Well, and if you manage to get all of this done somehow, you get... three additional world market trade routes, which is arguably the most superfluous game mechanic to begin with. [[SarcasmMode Yay...]]

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* GameBreaker: The ''Orbit'' expansion pack for ''2205'' offers some extremely powerful abilities once the eponymous space station is up and running.
** Economically, tier 2 provides up to six abilities that let advanced production facilities consume different input resources, usually from tier 1 instead of tier 3 or higher (for instance, instead of supplying huge cattle farms with soy beans to get beef for luxury food, all it takes is the cheap and abundant rice (the basic tier 1 foodstuff) and wine, which you need anyway). It's hard to overstate how much of a relief this puts on many supply lines, not least of all because the tier 1 buildings tend to have much smaller footprints - a godsend in a game with limited building space.
** Militarily, allocating expertise to the (also) tier 2 military abilities turns any crisis intervention mission on any difficulty into a cakewalk. We're talking stuff like "cut the fuel cost of making your ships temporarily invincible by half", "turn the [[DeathFromAbove Missile Barrage]] ability into a WMD-level KillSat", or "call in allied ships that provide constant healing for free in a considerable radius for the entire mission".
* ThatOneSidequest: The Madrigal Islands sector project in ''2205'' is just plain insane. Stage 1 includes maintaining a population of 50,000 Executives in a sector with barely any useful building space. Stage 2 requires maintaining an energy surplus of ''200,000''. For comparison: lunar fusion reactors, by far the most powerful energy sources in the game, produce ~17,500 power when fully upgraded, which is enough to supply ''an entire sector populated by 250,000 people''. They're also the second-most expensive building in the game in terms of both cash and construction materials, and you'll need 10-15 at least 12 of them to meet the demands, demand, so their combined upkeep ''will'' bankrupt all but the wealthiest players. Finally, Stage 3 demands a surplus of 200 lunar Bio Enhancers; even the largest city never consumes more than 20-25 units of this resource, and the whole project is merely about reactivating an abandoned spaceport. Well, and if you manage to get all of this done somehow, you get... three additional world market trade routes, which is arguably the most superfluous game mechanic to begin with. [[SarcasmMode Yay...]]
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* ThatOneSidequest: The Madrigal Islands sector project in ''2205'' is just plain insane. Stage 1 includes maintaining a population of 50,000 Executives in a sector with barely any useful building space. Stage 2 requires maintaining an energy surplus of ''200,000''. For comparison: lunar fusion reactors, by far the most powerful energy sources in the game, produce ~17,500 power when fully upgraded, which is enough to supply ''an entire sector populated by 250,000 people''. They're also the second-most expensive building in the game in terms of both cash and construction materials, and you'll need 10-15 of them to meet the demands, so their combined upkeep ''will'' bankrupt all but the wealthiest players. Finally, Stage 3 demands a surplus of 200 lunar Bio Enhancers; even the largest city never consumes more than 20-25 units of this resource, and the whole project is merely about reactivating an abandoned spaceport. Well, and if you manage to get all of this done somehow, you get... three additional world market trade routes, which is arguably the most superfluous game mechanic to begin with. [[SarcasmMode Yay...]]
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Moved to existing Funny subpage


* CrowningMomentOfFunny: In 1404, if you agree to the very first pact that the corsair Hassan Ben Sahid offers you, [[spoiler:he says something along the lines of "Your money is in good hands with me", takes your money and starts a war against you]]. And then the CrowningMusicOfAwesome, Red Corsair, starts playing. Depending on the corsair's skill level that you can set up pre-game, this can be anything from a CrowningMomentOfFunny to a crowning moment of OhCrap.
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* UncannyValley: The NPCs in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.

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* UncannyValley: The NPCs NPC's in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.

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* CrowningMomentOfFunny - In 1404, if you agree to the very first pact that the corsair Hassan Ben Sahid offers you, [[spoiler:he says something along the lines of "Your money is in good hands with me", takes your money and starts a war against you]]. And then the CrowningMusicOfAwesome, Red Corsair, starts playing. Depending on the corsair's skill level that you can set up pre-game, this can be anything from a CrowningMomentOfFunny to a crowning moment of OhCrap.

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* CrowningMomentOfFunny - CrowningMomentOfFunny: In 1404, if you agree to the very first pact that the corsair Hassan Ben Sahid offers you, [[spoiler:he says something along the lines of "Your money is in good hands with me", takes your money and starts a war against you]]. And then the CrowningMusicOfAwesome, Red Corsair, starts playing. Depending on the corsair's skill level that you can set up pre-game, this can be anything from a CrowningMomentOfFunny to a crowning moment of OhCrap.OhCrap.
* UncannyValley: The NPCs in ''2205'' are highly detailed, but move like puppets, don't lip-synch with their dialog, and don't emote, giving a disconcerting impression.
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* BreatherLevel: The seventh mission of the campaign in the 1404. After fighting for your life repelling Cardinal Lucius' attacks on your island you get a peaceful mission focused on building up an oriental town and going around doing quests.

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