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** The Highlander is widely regarded as the worst unique unit in ''VI'', replacing an already seldom-used unit (the Ranger, an expensive recon unit that comes online at a time where you'll rarely have to do any recon) in exchange for being ''slightly'' stronger and gaining a bonus in Hills. Needless to say, you ''really'' shouldn't be trying to actually invade with these even with the bonus, making Highlanders nigh useless except for the 4 era score.

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* TheScrappy: Several, for a variety of reasons.
** The biggest is by far Maria I, primarily for being chosen as Portugal's leader. The only highlights of her rule were fleeing with the rest of the royal family to Brazil during the Napoleonic invasions (which ironically makes her a more revered figure in ''Brazil'', since the family taking residence there led to the country's independence a few decades later) and descending into literal screaming insanity during her last 21 years of life (which led the aforementioned Brazilians to dub her "Maria the Mad"). Needless to say, almost the entire fanbase agrees the developers ''probably'' could've selected a less embarrassing and incompetent ruler for Portugal.
** Queen Elizabeth of England is often regarded as a miserable enemy, just for her personality. Her CatchPhrase, [[https://www.youtube.com/watch?v=utk-v_eIcUk "Would you be interested in a trade agreement with England?"]], has become a MemeticMutation for ''just'' how annoying it is (in addition to the fact that Elizabeth's AI is notorious for making exceptionally absurd trade agreements). She herself suffers from ChronicBackstabbingDisorder and is extremely hostile and difficult to befriend, and will often denounce the player for no discernible reason. And to top it all off, unlike other leaders of similar, aggressive, dominant personalities (such as [[MsFanservice Catherine the Great]] or [[ProudWarriorRaceGuy Shaka]]), she is [[TooDumbToLive woefully incompetent]] and will almost always end up utterly decimated by the other AI in any game she's in. This is especially bad, since her civ is [[GameBreaker exceptionally powerful]] in the hands of a competent player.

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* TheScrappy: Several, for a variety of reasons.
** The biggest is by far Maria I, primarily for being chosen as Portugal's leader. The only highlights of her rule were fleeing with the rest of the royal family to Brazil during the Napoleonic invasions (which ironically makes her a more revered figure in ''Brazil'', since the family taking residence there led to the country's independence a few decades later) and descending into literal screaming insanity during her last 21 years of life (which led the aforementioned Brazilians to dub her "Maria the Mad"). Needless to say, almost the entire fanbase agrees the developers ''probably'' could've selected a less embarrassing and incompetent ruler for Portugal.
**
Queen Elizabeth of England is often regarded as a miserable enemy, just for her personality. Her CatchPhrase, [[https://www.youtube.com/watch?v=utk-v_eIcUk "Would you be interested in a trade agreement with England?"]], has become a MemeticMutation for ''just'' how annoying it is (in addition to the fact that Elizabeth's AI is notorious for making exceptionally absurd trade agreements). She herself suffers from ChronicBackstabbingDisorder and is extremely hostile and difficult to befriend, and will often denounce the player for no discernible reason. And to top it all off, unlike other leaders of similar, aggressive, dominant personalities (such as [[MsFanservice Catherine the Great]] or [[ProudWarriorRaceGuy Shaka]]), she is [[TooDumbToLive woefully incompetent]] and will almost always end up utterly decimated by the other AI in any game she's in. This is especially bad, since in despite her civ is being [[GameBreaker exceptionally powerful]] in the hands of a competent player.

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* BrokenAesop: The ''Gathering Storm'' expansion aims for a GreenAesop by reintroducing climate change and focusing the expansion around its importance but the moral gets undermined by the game mechanics. First, consequences for climate change are mild and abstract compared to the real world and can be easily mitigated by the point in the game they begin to appear in earnest. Second, only Diplomatic victory (itself a ScrappyMechanic) is advanced by being green while all others, especially Science and Domination, are hindered by it. Third, climate change is a global PrisonersDilemma and the AI will always choose to ignore it, rendering the player's own choice almost meaningless. When all taken together, the intended GreenAesop comes off as a SelfImposedChallenge by way of HonorBeforeReason.

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* BrokenAesop: BrokenAesop:
** The Civilopedia entry on slavery in ''IV'' describes all its woes and moral repurgence... while the game makes the Slavery civic almost a GameBreaker, and most definitely a very useful and lucrative option that completely outweighs any of the alternatives.
**
The ''Gathering Storm'' expansion aims for a GreenAesop by reintroducing climate change and focusing the expansion around its importance but the moral gets undermined by the game mechanics. First, consequences for climate change are mild and abstract compared to the real world and can be easily mitigated by the point in the game they begin to appear in earnest. Second, only Diplomatic victory (itself a ScrappyMechanic) is advanced by being green while all others, especially Science and Domination, are hindered by it. Third, climate change is a global PrisonersDilemma and the AI will always choose to ignore it, rendering the player's own choice almost meaningless. When all taken together, the intended GreenAesop comes off as a SelfImposedChallenge by way of HonorBeforeReason.


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** In ''II'', each and every game will be about bee-lining towards Trade, spamming Caravans and using the massive wealth they will generate to advance a handful of other important technologies or wonders. On top of that, Currency tech that precedes it works as a multiplier for both tax and luxury ratings, allowing to rake even more money and spend ''less'' on luxury for the same results.
** Good luck '''not''' using Slavery in ''IV''. [[FanNickname Whipping]] is the basis of pretty much any more advanced strategy and the basis of survival in higher difficulties. Not helping matters is that it arrives earlier than any of the alternatives and never really loses its potency, while said alternatives are situational at best, useless on average.
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* ObviousBeta: * 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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* ObviousBeta: * 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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* BaseBreakingCharacter: Gandhi's become this to a degree; he's one of the most famous characters in the series and one of the most memetic, to the point that many players say it's not a ''Civ'' game without Nuclear Gandhi. At the same time, though, veterans of the series dislike him for his relatively passive strategies of peacemaking and religion focus without much variance between games, and ask for a different leader from India's very long history (especially since Gandhi, though important, technically never ruled India). ''IV'' and ''VI'' alleviated this a bit by including the concept of alternate leaders, and sure enough, Chandragupta was added as an alternate in ''Rise and Fall.''

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* BaseBreakingCharacter: Gandhi's become this to a degree; he's one of the most famous characters in the series and one of the most memetic, to the point that many players say it's not a ''Civ'' game without Nuclear Gandhi. At the same time, though, veterans of the series dislike him for his relatively passive strategies of peacemaking and religion focus without much variance between games, and ask for a different leader from India's very long history (especially since Gandhi, though important, technically never ruled India). ''IV'' and ''VI'' alleviated this a bit by including the concept of alternate leaders, with Ashoka in ''IV'' and sure enough, Chandragupta was added in ''VI'' available as an alternate in ''Rise and Fall.''alternatives to Gandhi for India.

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Misaimed Marketing has been renamed to be about merchandise.


* MisaimedMarketing: In ''V'', you will have a choice to train ''Videogame/{{XCOM}}'' units as infantry squadron. Problem is that at no point in the game you fight aliens and they're under command of a single country instead of being multinational, contrasting to everything XCOM stands for.


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* ObviousBeta: * 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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Ymmv tropes cannot be played with.


*** This is somewhat [[InvertedTrope inverted]] in ''Civilization V''. Although the reputation hits for warfare are about the same as previous games, warfare is made far, far easier than any Civilization game to date by the removal of the AI's ability to use "Stacks of Doom" to mess with you, plus now the requirements for a Domination victory only require you to take the opponent's capital city, not demolish them entirely.[[note]]This feature [[OlderThanTheyThink was also in]] the side-game ''Civilization Revolution''.[[/note]] Unless the capital city is far from the border, it's relatively trivial to declare war and Annex their capital within a few turns. It's even easier if the capital city is on the coast, as borders won't typically extend further than the distance a ship can travel in a turn. As a result, war is often the easiest and earliest way of achieving victory.
*** Zig-zagged in ''VI'' with ''Rise and Fall'' or ''The Gathering Storm'' enabled. On one hand, capturing cities far away from your borders results in a massive drop in Loyalty, which may cause said cities to revolt against you. If the enemy capital is not very close to your own cities (which is likely), it will be a pain to keep it without wiping out everything nearby. On the other hand, if you ''can'' keep captured cities because they're close to you or you smartly deploy governors, war is nearly always beneficial as it gives you more yields, more districts, more era score, and more of everything in general, making it a fantastic investment and usually propelling the victor into a Golden Age.
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** Giant Death Robots. While their inclusion in ''V'' was widely seen as hilarious, in ''VI'' they’re generally seen as a boring, overpowered "[[MasterOfAll do everything]]" unit that invalidates every other military unit in the late game, causing most late-game wars to consist of little more than throwing Giant Death Robots and nothing else at cities unless you don’t have any Uranium to build/maintain them, in which case you’re basically screwed late-game.
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** "WOULD YOU BE INTERESTED IN A TRADE AGREEMENT WITH ENGLAND?" As trade quotes are often reused whenever a player asks what the AI is offering, Queen Elizabeth's quote has become one of the more recognizable and memetic quotes from ''Civ V''. Doesn't help that she's one of the few leaders to speak English.

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** "WOULD YOU BE INTERESTED IN A TRADE AGREEMENT WITH ENGLAND?" As trade quotes are often reused whenever a player asks what the AI is offering, Queen Elizabeth's quote has become one of the more recognizable and memetic quotes from ''Civ V''. Doesn't help that she's ([[ShapedLikeItself obviously]]) one of the few leaders to speak English.
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** '''V''': In the early game, almost every single player, even those who played Wide picks Tradition over Liberty. This is due to the fact that they provide substantial boosts to their starting Capital and in ''BNW'', Wide play overall has been severely nerfed due to the increase in Science threshold with each city. Even after it was nerfed by making Oligorachy (The policy that gives their City a defensive boost and it's placed in a separate tree where it's almost always picked as the last) required before the rest of the policies, it still didn't sway their preference one bit.

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** '''V''': In the early game, almost every single player, even those who played Wide picks Tradition over Liberty. This is due to the fact that they provide substantial boosts to their starting Capital and in ''BNW'', Wide play overall has been severely nerfed due to the increase in Science threshold with each city. Even after it was nerfed by making Oligorachy Oligarchy (The policy that gives their City a defensive boost and it's placed in a separate tree where it's almost always picked as the last) required before the rest of the policies, it still didn't sway their preference one bit.
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** Not too far behind Genghis Khan in ''V'' is King Kamehameha of Polynesia. He's [[NiceGuy very easy easy to get along with]], often making Declarations of Friendship very quickly, which, combined with his resemblance to Wrestling/DwayneJohnson and his serene, calming diplomacy music, makes him one of the more popular leaders from ''V''.

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** Not too far behind Genghis Khan in ''V'' is King Kamehameha of Polynesia. He's [[NiceGuy very easy easy to get along with]], often making Declarations of Friendship very quickly, which, combined with his resemblance to Wrestling/DwayneJohnson and his serene, calming diplomacy music, makes him one of the more popular leaders from ''V''.''V'' ([[MexicansLoveSpeedyGonzales Especially amongst Pacific Islander players]].)

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** Gilgamesh in ''VI'' is well-loved among the playerbase because he's always willing to be your friend. He will ''always'' accept a Declaration of Friendship the first turn you meet him, the only leader this is true for. He might wind up disliking you later, but he's one of the few leaders you have nothing to fear from when you run into him early.



* FanNickname: As might be expected, fans like to shorten the names of the world's legendary leaders when typing them out, so Alexander the Great becomes "Alex", Catherine the Great becomes "Cathy", Montezuma becomes "Monty", etc.

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* FanNickname: FanNickname:
**
As might be expected, fans like to shorten the names of the world's legendary leaders when typing them out, so Alexander the Great becomes "Alex", Catherine the Great becomes "Cathy", Montezuma becomes "Monty", etc.


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** Pacifist games where the focus is on building up cities over building a military is often called 'playing ''VideoGame/SimCity''.'

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Added more Civ 6 stuff, fixed an indent and rewrote the entry a little to make sense without it.


*** ButWaitTheresMore - in ''Conquests'' expansion the technology granting this unit also provided new government, Feudalism, was a variation of Monarchy, which was particularly beneficial for civilisations consisting of numerous, yet low population cities. It provides insane military support rating in such configuration, being reverse of Monarchy, which struggles with small towns. And at this point of the game, you are going to have nothing but small towns. Consider this: Monarchy is a non-mandatory techs to advance to Medieval. Feudalism is one of the opening technologies of Medieval era. If you are playing as Scientific civ, you might get this technology for free on era advancement. Monarchy suddenly got redundant.

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*** ButWaitTheresMore - in ** In the ''Conquests'' expansion of ''III'' the technology granting this unit Medieval Infantry also provided new government, Feudalism, was a variation of Monarchy, which was particularly beneficial for civilisations civilizations consisting of numerous, yet low population numerous low-population cities. It provides insane military support rating in such configuration, being the reverse of Monarchy, which struggles with small towns. And towns, but at this point of the game, game you are going to have nothing but small towns. Consider this: Monarchy is a non-mandatory techs tech to advance to Medieval. Medieval but Feudalism is one of the opening technologies of Medieval era. If you are playing as Scientific civ, you might get this technology for free on era advancement. Monarchy suddenly got redundant.


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** The way ''VI'' handled leaders and civilizations made the game especially vulnerable to leader power creep as a leader only brings one or two bonuses to the table; all a leader needed to be stronger than another is to have a bonus that was either less situational or more closely aligned with their civ's bonuses. This began to happen quite a bit towards the end of ''VI'''s content pipeline as more leaders got released for existing civs, most notably with Germany's Ludwig II, Egypt's Ptolemaic Cleopatra, and China's Yongle, all of whom are widely agreed to be superior to other leader(s) of their civ in nearly all circumstances.
** The April 2021 update of ''VI'' added the Man-at-Arms unit as an intermediary between Swordsmen and Musketmen. This negated a large chunk of the strength of the ''many'' civilizations that had unique units replacing the Swordsman as their unique units could now be obsoleted surprisingly quickly by researching the same technology that unlocks Industrial Districts, which most civs want to beeline anyway.


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** Natural Wonders in ''VI'' can be remarkably hard to utilize due to a quirk of how the game generates maps. Succinctly, the game will try to place all players first, then natural wonders, then city-states. While it will try to make sure natural wonders are not placed near players it does not make the same exception for city-states, and because both natural wonders and city-states want to spawn away from players the end result is ''many'' natural wonders being claimed by city-states and not available for players to use without attacking the city-state and its suzerain.
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** In ''VI'' Magnus and Pingala are almost always going to be the first two governors picked, Magnus for boosting the efficiency of chops, allowing stronger growth from internal trade, and letting a city crank out settlers without losing population, and Pingala for generating more Science and Culture and Great Person Points. Which one is taken first or second is somewhat situational, but these two provide such large and consistent early-game bonuses that it's always going to be one of them barring highly unusual circumstances.
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** Live Yongle Reaction [[labelnote:Explanation]]The fact that Yongle is frequently mispronounced by English-speakers as rhyming with "[[InherentlyFunnyWords dongle]]", combined with his [[GameBreaker extremely powerful abilities]] when first introduced in VI, has made Yongle an extremely popular and memetic leader. Expect [[https://pbs.twimg.com/media/Fqj4dnSX0AAXIlK?format=jpg&name=large this]] image to be spammed in the comments of any social media post about Yongle.[[/labelnote]]

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** Live Yongle Reaction [[labelnote:Explanation]]The fact that Yongle is frequently mispronounced by English-speakers as rhyming with "[[InherentlyFunnyWords dongle]]", combined with his [[GameBreaker extremely powerful abilities]] when first introduced in VI, has made Yongle an extremely popular and memetic leader. Expect [[https://pbs.twimg.com/media/Fqj4dnSX0AAXIlK?format=jpg&name=large [[https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fizxqaol5a8ma1.jpeg%3Fwidth%3D811%26format%3Dpjpg%26auto%3Dwebp%26s%3D4e0b0958509da9c74e954709217b2abd96bc903e this]] image to be spammed in the comments of any social media post about Yongle.[[/labelnote]]

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Added a bunch of stuff relating to Civ 6. Fixed an indentation issue.


*** The trope is played straight in ''VI'' with ''Rise and Fall'' or ''The Gathering Storm'' enabled: capturing cities far away from your borders results in a ''massive'' drop in Loyalty, which may cause said cities to revolt against you. If the enemy capital is not ''very'' close to your own cities (which is unlikely), it will be a pain to keep it.

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*** The trope is played straight *** Zig-zagged in ''VI'' with ''Rise and Fall'' or ''The Gathering Storm'' enabled: enabled. On one hand, capturing cities far away from your borders results in a ''massive'' massive drop in Loyalty, which may cause said cities to revolt against you. If the enemy capital is not ''very'' very close to your own cities (which is unlikely), likely), it will be a pain to keep it.it without wiping out everything nearby. On the other hand, if you ''can'' keep captured cities because they're close to you or you smartly deploy governors, war is nearly always beneficial as it gives you more yields, more districts, more era score, and more of everything in general, making it a fantastic investment and usually propelling the victor into a Golden Age.



** Both ''V'' and ''VI'' want to draw your attention to everything. While fine in theory, what this means in practice is that a busy turn can see a special full-screen event appear followed by a short video or two followed by 4-5 consecutive pop-ups as the camera gets yanked halfway around the world to highlight a unit then selects a different one than the one it just zoomed to while the event panel displays a third thing altogether all while an advisor is talking. This leads to a ''lot'' of confusion about what is actually going on. Only some of these can be turned off in the options.



** The Religious Settlements pantheon in ''VI'' will ''always'' be chosen first as it gives you 15% faster border growth and a free Settler. The benefits of getting a free settler long before you could ever hope to build one are hard to understate and whoever winds up with this pantheon is well-situated for a strong early snowball. The only thing that stops it from being a GameBreaker is that it's also the top priority for every single AI player, which makes it so hard to get that many players report playing the game for ''months'' without realizing it's even an option.
** A rare case where this happened to the developers is with the Zombies game mode in ''VI''. Zombie strength scales infinitely based on the number of zombies killed, but the scalar is only balanced around the default game settings. Increasing the map size, player count, or era length can cause zombies to become unstoppable as more of them spawn faster and die quicker relative to the scaling of combat units.



* HighTierScrappy:
** Hammurabi is nearly always banned in multiplayer ''VI'' due to how quickly a player can blast through the tech tree and outpace everyone else then turn around and win a Domination victory by attacking with units multiple eras ahead of their opponents. While they won't have many units due to how expensive they are, there's not much stopping line infantry, cavalry, and cannons with swordsmen, horsemen, and archers.
** Shortly behind Hammurabi is Basil II of Byzantium. Basil has a laser-focused toolkit that pushes him into a religious domination game and lets him do it with extreme speed and efficiency if he gets the few things he needs. If he gets a quick religion and a good first holy site all the tools in his kit combine to let him run around the map with a flood of unique heavy cavalry he neither built nor pays for while converting cities to his faith then conquering them without any need for siege equipment or artillery all while getting massive combat bonuses from his religion and abilities that only increase the more holy cities he conquers.



*** Even among the plantation luxury resources, Sugar is notable for being one of the absolute worst luxury in the whole game, due to the fact that most of the time, they're covered in marshes which meant that they only provide 1 food in contrast to the 2 food that a grassland gives unless one research 4 techs before being finally improve them for a tile that isn't any better than any other plantations in the game and by that time, the opponent would likely already outpaced the player just before the latter finally began to rise from the mud.

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*** ** Even among the plantation luxury resources, Sugar is notable for being one of the absolute worst luxury in the whole game, due to the fact that most of the time, they're covered in marshes which meant that they only provide 1 food in contrast to the 2 food that a grassland gives unless one research 4 techs before being finally improve them for a tile that isn't any better than any other plantations in the game and by that time, the opponent would likely already outpaced the player just before the latter finally began to rise from the mud.



** Gilgamesh in single-player ''VI'' is popular because of how friendly he is as an AI player, but he's usually near the bottom of most tier lists. It's generally agreed that Gilgamesh's problem is that he peaks too early - Most of his leader and civilization abilities are designed to make sure he doesn't get too far behind while going for an Ancient Era War Cart rush, but the Ancient Era ends quickly and if he's not successful enough those bonuses fall off hard in the Classical Era and are almost meaningless by the Medieval Era, making him play like a Civ with no bonuses at all. This is compounded at higher difficulties by the jumpstart the AI get, where they might have Spearmen, Archers, or even Horsemen by the time a player Gilgamesh can get an army together.
** The post-''Rise and Fall'' version of Mimar Sinan is generally regarded as the worst Great Person in ''VI'' by a wide margin. His special ability is to allow Industrial Zones to culture-bomb nearby tiles when constructed, which is so situational as to be nearly useless; it's also the only Great Engineer ability that doesn't scale with Mausoleum at Halicarnassus. Worse, he comes early enough that you either have to pass on him and wait for someone else to claim him or deal with him resetting your Great Engineer points. It doesn't even work for unique industrial zone replacements, making him completely useless to Germany and Gaul.



* UnderusedGameMechanic: Making a Defensive Pact between two civilizations in ''V'' allows them to form an alliance where if an enemy civilization has declared war, then the other side will join alongside the war as well. However the AI ''never'' used this function and to make things worse, it's possible for said declaration of war to screw you over if said opponent is someone that you have a Declaration of Friendship with at which point you'll get a permanent diplomatic penalty of "breaking a promise" which will turn even the one you made a Defensive Pact against you. Even in multiplayer, this function isn't really seen that often as players can simply chat with one another and form their own teams not to mention that it is very unlikely that one will even want to accept your deal in the first place.

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* UnderusedGameMechanic: UnderusedGameMechanic:
**
Making a Defensive Pact between two civilizations in ''V'' allows them to form an alliance where if an enemy civilization has declared war, then the other side will join alongside the war as well. However the AI ''never'' used this function and to make things worse, it's possible for said declaration of war to screw you over if said opponent is someone that you have a Declaration of Friendship with at which point you'll get a permanent diplomatic penalty of "breaking a promise" which will turn even the one you made a Defensive Pact against you. Even in multiplayer, this function isn't really seen that often as players can simply chat with one another and form their own teams not to mention that it is very unlikely that one will even want to accept your deal in the first place.place.
** Espionage in ''VI'' isn't as good of a ComebackMechanic as it was in ''V'' while still having little use to whoever is already ahead. While there are many more available actions, most of these actions aren't as impactful as stealing technologies in ''V'' and, more importantly, aren't guaranteed to succeed. Low-level spies especially have a poor chance of succeeding and their promotions are randomized, so you might not get the promotion you need without a specific policy card buried ''deep'' in the Civics tree. Finally, the actions you can perform are district-dependent and thus useless in a city that doesn't have that district, so unless you know what type of victory the opponent is pursuing there's not much you can do except guess. The end result is most players just use their Spies to counterspy in Commercial Hubs to catch enemies trying to siphon funds.

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** In ''V'' Great Engineers, Merchants, and Scientists all share the same threshold of Great Person points to acquire, which means getting any one of them makes all three of them more expensive. This causes Great Merchants to become a Scrappy since they have the weakest tile improvement of the three and their special ability to gain gold from and improve relations with a city-state is considered far less useful than an Engineer's ability to rush Wonder production or a Scientist's ability to instantly finish one or more technologies. Many serious players will try to avoid generating Great Merchant points as much as possible to maximize their gain of the other two.



* ScrappyWeapon: Catapaults and Trebuchets in ''V'' can sometimes fall into this along with TooAwesomeToUse due to their general inferiority to regular ranged units at the same point in the game. Their damage is similar to those ranged units, but require a point of movement to set up for fire. This means that, by definition, they cannot shoot at a city in the same round that they enter the city's defense radius, which makes them easy targets. After gaining a few levels, they do get sizeable damage bonuses to attacking cities, but getting there requires attacking enemy units (again, hard to do when they have to set up before firing) or successfully pulling off a few sieges without being destroyed first. It's usually preferable to just use regular ranged units instead, as they can move and shoot, making it easier to build up their levels and attack cities. This becomes averted later in the game, as Cannons start to do significantly more damage than the equivalent ranged unit of the same era (Crossbowmen), and Artillery ''really'' start ramping up in usefulness due to having range that exceeds that of the city defenses.

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* ScrappyWeapon: Catapaults ScrappyWeapon:
** Catapults
and Trebuchets in ''V'' can sometimes fall into this along with TooAwesomeToUse due to their general inferiority to regular ranged units at the same point in the game. Their damage is similar to those ranged units, but require a point of movement to set up for fire. This means that, by definition, they cannot shoot at a city in the same round that they enter the city's defense radius, which makes them easy targets. After gaining a few levels, they do get sizeable damage bonuses to attacking cities, but getting there requires attacking enemy units (again, hard to do when they have to set up before firing) or successfully pulling off a few sieges without being destroyed first. It's usually preferable to just use regular ranged units instead, as they can move and shoot, making it easier to build up their levels and attack cities. This becomes averted later in the game, as Cannons start to do significantly more damage than the equivalent ranged unit of the same era (Crossbowmen), and Artillery ''really'' start ramping up in usefulness due to having range that exceeds that of the city defenses.defenses.
** Anti-Cavalry units from ''VI'' are generally looked down upon. Their large bonus against cavalry units is partially offset by cavalry units having higher baseline strength, making it less impressive than it looks. It only takes one or two small bonuses to let heavy cavalry trade evenly with anti-cavalry and light cavalry can just about do the same with a single promotion. Both can then use their speed and ability to ignore zone of control to easily withdraw to heal while the anti-cavalry unit cannot. Their other match-ups aren't great either, as basic melee troops get an attack bonus against anti-cavalry and cost less to produce while ranged units can just shoot them. Their only real advantage is that they don't cost any strategic resources, which lets them serve as cannon fodder for resource-strapped militaries.
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Edited to include which DLC these are from.


** Many players in ''VI'' dislike the World Congress. Complaints about it vary widely, ranging from it starting too early in the Medieval Era to its generally inconsequential decisions and competitions to the fact leaders you haven't met yet aren't identified to wondering why their civilization is bound by something they never agreed to join. The most common criticism is how ''disruptive'' it is, pulling you out of the game every few turns to pop up in its own window that demands resolution before anything else. Further, you must vote on every issue [[ButThouMust with no choice to abstain]], so there's no quick way to skip through it and get back to what you were doing.
** Connected to the above, a lot of players also disable Diplomatic Victory because it's considered far too easy to achieve due to its low requirements and lack of scaling for difficulty or map size. It's also seen as lazily-implemented or outright mislabeled since it doesn't require any actual diplomacy, instead requiring the player to reach 20 Diplomatic Victory points which can be gained by being in the majority in a World Congress vote, completing competitions at high tiers, or building certain things. This also means it's possible to achieve Diplomatic Victory by accident by voting with the crowd enough times then building the Statue of Liberty (which gives 20% of the points needed immediately) or, in defiance of all logic, while ''at war with everyone''.

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** Many players in ''VI'' dislike the World Congress.Congress added in ''Gathering Storm''. Complaints about it vary widely, ranging from it starting too early in the Medieval Era to its generally inconsequential decisions and competitions to the fact leaders you haven't met yet aren't identified to wondering why their civilization is bound by something they never agreed to join. The most common criticism is how ''disruptive'' much of an ''interruption'' it is, pulling you out of the game every few turns to pop up in its own window that demands resolution before anything else. Further, you must vote on every issue [[ButThouMust with no choice to abstain]], so there's no quick way to skip through it and get back to what you were doing.
** Connected to the above, a lot of ''VI'' players also disable Diplomatic Victory Victory, again from ''Gathering Storm'', because it's considered far too easy to achieve due to its low requirements and lack of scaling for difficulty or map size. It's also seen as lazily-implemented or outright mislabeled since it doesn't require any actual diplomacy, instead requiring the player to reach 20 Diplomatic Victory points which can be gained by being in the majority in a World Congress vote, completing competitions at high tiers, or building certain things. This also means it's possible to achieve Diplomatic Victory by accident by voting with the crowd enough times then building the Statue of Liberty (which gives 20% of the points needed immediately) or, in defiance of all logic, while ''at war with everyone''.

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Took another stab at the Broken Aesop entry and added a few Civ VI-related entries.


* BrokenAesop: The ''Gathering Storm'' expansion for ''VI'' brings in climate change mechanics, which the game treats as a serious threat to all civilizations that only intensifies as a result of player actions and prods you into managing the environment and [=CO2=] levels if possible... except that the effects of climate change aren't actually all that severe compared to the potential for biosphere collapse in real life. The worst that it does in-game is cause flooding of coastal tiles, which can destroy any improvements built on those tiles and turn them into water tiles. Otherwise, it makes disasters more common and frequent... but this is not too hard to mitigate, as the worst that can happen is that you lose some improvements. A later patch made it so that storms and other disasters lose their potential for fertility bonuses and even start stripping away earlier bonuses, but this is a far cry from what happened in ''II'' and ''IV'', where it could transform some tiles into outright deserts or swamps. Perhaps most jarringly, climate change has little to no bearing on any victory other than Diplomatic, where pollution incurs diplomatic penalties. You could be responsible for more [=CO2=] emissions than the rest of the world combined, but so long as you manage to launch your exoplanetary expedition (which, given its Production demands, is likely to produce a ton of pollution), make your capital the tourist centre of the world, or crush all others through military might (which also produces considerable pollution), your civilization is considered to have "won".

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* BrokenAesop: The ''Gathering Storm'' expansion aims for ''VI'' brings in a GreenAesop by reintroducing climate change mechanics, which and focusing the expansion around its importance but the moral gets undermined by the game treats as a serious threat to all civilizations that only intensifies as a result of player actions and prods you into managing the environment and [=CO2=] levels if possible... except that the effects of mechanics. First, consequences for climate change aren't actually all that severe are mild and abstract compared to the potential for biosphere collapse in real life. The worst that it does in-game is cause flooding of coastal tiles, which world and can destroy any improvements built on those tiles be easily mitigated by the point in the game they begin to appear in earnest. Second, only Diplomatic victory (itself a ScrappyMechanic) is advanced by being green while all others, especially Science and turn them into water tiles. Otherwise, it makes disasters more common and frequent... but this is not too hard to mitigate, as the worst that can happen is that you lose some improvements. A later patch made it so that storms and other disasters lose their potential for fertility bonuses and even start stripping away earlier bonuses, but this is a far cry from what happened in ''II'' and ''IV'', where it could transform some tiles into outright deserts or swamps. Perhaps most jarringly, Domination, are hindered by it. Third, climate change has little to no bearing on any victory other than Diplomatic, where pollution incurs diplomatic penalties. You could be responsible for more [=CO2=] emissions than is a global PrisonersDilemma and the rest of AI will always choose to ignore it, rendering the world combined, but so long as you manage to launch your exoplanetary expedition (which, given its Production demands, is likely to produce a ton of pollution), make your capital player's own choice almost meaningless. When all taken together, the tourist centre intended GreenAesop comes off as a SelfImposedChallenge by way of the world, or crush all others through military might (which also produces considerable pollution), your civilization is considered to have "won".HonorBeforeReason.


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** In ''VI'', 'rerolling' the map in to get an ideal starting location was so common a strategy that an option to do so with one click [[AntiFrustrationFeatures was eventually added]] to the single-player game menu.


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** Many players in ''VI'' dislike the World Congress. Complaints about it vary widely, ranging from it starting too early in the Medieval Era to its generally inconsequential decisions and competitions to the fact leaders you haven't met yet aren't identified to wondering why their civilization is bound by something they never agreed to join. The most common criticism is how ''disruptive'' it is, pulling you out of the game every few turns to pop up in its own window that demands resolution before anything else. Further, you must vote on every issue [[ButThouMust with no choice to abstain]], so there's no quick way to skip through it and get back to what you were doing.
** Connected to the above, a lot of players also disable Diplomatic Victory because it's considered far too easy to achieve due to its low requirements and lack of scaling for difficulty or map size. It's also seen as lazily-implemented or outright mislabeled since it doesn't require any actual diplomacy, instead requiring the player to reach 20 Diplomatic Victory points which can be gained by being in the majority in a World Congress vote, completing competitions at high tiers, or building certain things. This also means it's possible to achieve Diplomatic Victory by accident by voting with the crowd enough times then building the Statue of Liberty (which gives 20% of the points needed immediately) or, in defiance of all logic, while ''at war with everyone''.


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** A not-insignificant number of the achievements in ''VI'' require ''extremely'' specific circumstances that you have to know a great deal about the game to engineer. Some are so opaque in their requirements that achieving them without setting up a game for the specific purpose of achieving them is a miracle and others are so unlikely to occur naturally that you have to engage in some serious manipulation and often a ViolationOfCommonSense or two to arrange them, like building a large city next to an active volcano or ''nuking yourself on purpose''.
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*** ''V'': "Montezuma's peace theme doesn't actually play in-game."[[labelnote:Explanation]]A tongue-in-cheek "bug report" based on the same phenomenon as the above.[[/labelnote]]

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*** ''V'': "Montezuma's peace theme doesn't actually play in-game."[[labelnote:Explanation]]A tongue-in-cheek "bug report" based on the same phenomenon as the above. This tends to also be applied to any infamously warmonger-focused civs, such as the Zulu, Huns, or Mongols.[[/labelnote]]
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** Not too far behind Genghis Khan in ''V'' is King Kamehameha of Polynesia. He's [[NiceGuy very easy easy to get along with]], often making Declarations of Friendship very quickly, which, combined with his resemblance to Wrestling/DwayneJohnson and his serene, calming diplomacy music, makes him one of the more popular leaders from ''V''.
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** In the early game, almost every single player, even those who played Wide picks Tradition over Liberty. This is due to the fact that they provide substantial boosts to their starting Capital and in ''BNW'', Wide play overall has been severely nerfed due to the increase in Science threshold with each city. Even after it was nerfed by making Oligorachy (The policy that gives their City a defensive boost and it's placed in a separate tree where it's almost always picked as the last) required before the rest of the policies, it still didn't sway their preference one bit.

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** '''V''': In the early game, almost every single player, even those who played Wide picks Tradition over Liberty. This is due to the fact that they provide substantial boosts to their starting Capital and in ''BNW'', Wide play overall has been severely nerfed due to the increase in Science threshold with each city. Even after it was nerfed by making Oligorachy (The policy that gives their City a defensive boost and it's placed in a separate tree where it's almost always picked as the last) required before the rest of the policies, it still didn't sway their preference one bit.

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