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* EliteArmy: Through the Charminar Gate, the Indians can train Mansabdars, which are more stalwart (and [[BlingOfWar more decorative attire]]) than their corresponding units. They also have a passive ability that increase the hit points and attack of all nearby similar units.

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* EliteArmy: EliteMooks: Through the Charminar Gate, the Indians can train Mansabdars, which are more stalwart (and [[BlingOfWar more decorative attire]]) than their corresponding units. They also have a passive ability that increase the hit points and attack of all nearby similar units.



* SettlingTheFrontier: Even more pronounced than the European civilizations. Many of their cards and upgrades are themed around settling and expanding into uncharted territory, reflecting the consolidation and growth of both Mexico and the United States in the 19th Century.

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* SettlingTheFrontier: Even more pronounced than the European civilizations. Many of their cards and upgrades are themed around settling and expanding into uncharted territory, reflecting territory and relying on either immigrants or limited Settlers from the Home City. Which reflects the consolidation and growth of both Mexico and the United States in the 19th Century.



* OddNameOut: The only playable non-campaign civilization so far to be named after a state rather than the people or culture. This is due to a need to distinguish them from the Native American civilizations, as well as the fact that "American" is being used to refer to their culture group along with the Mexicans[[note]]While the term "Colonial" would have made sense given the culture group's origins as former European colonies, it has been a term that the developers have been avoiding using since the start of ''Definitive Edition''[[/note]].

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* OddNameOut: The only playable non-campaign civilization so far to be named after a state rather than the people or culture. This is due to a need to distinguish them from the Native American civilizations, as well as the fact that "American" "Federal American" is being used to refer to their culture group along with the Mexicans[[note]]While the term "Colonial" would have made sense given the culture group's origins as former European colonies, it has been a term that the developers have been avoiding using since the start of ''Definitive Edition''[[/note]].


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* RealMenLoveJesus: Being the last free Christians in Africa, the Ethiopians have a more pronounced religious angle to their bonuses, which extends to their Mountain Monasteries.
* SkillGateCharacter: Among the African civs, the Ethiopians play the most conventionally and have more European-style units at their disposal, making them easier to learn for newcomers.

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* DefectorFromDecadence: Sepoys and Gurkhas, in addition to functioning similarly to Musketeers and Skirmishers respectively, also don more European-influenced uniforms, reflecting their colonial service.

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* DefectorFromDecadence: Sepoys and Gurkhas, in addition to functioning similarly to Musketeers and Skirmishers respectively, also don more European-influenced uniforms, reflecting uniforms. This reflects both their colonial service.service and role in the Sepoy Mutiny.
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* DefectorFromDecadence: Sepoys and Gurkhas, in addition to functioning similarly to Musketeers and Skirmishers respectively, also don more European-influenced uniforms, reflecting their colonial service.
* EliteArmy: Through the Charminar Gate, the Indians can train Mansabdars, which are more stalwart (and [[BlingOfWar more decorative attire]]) than their corresponding units. They also have a passive ability that increase the hit points and attack of all nearby similar units.
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* WarriorMonk: Aside from the Sohei Archer (unless certain skins are chosen), they have the Yamabushi (monks armed with kanabo clubs) and Zen Sohei (monks with naginatas), which can either be shipped via the Home City or unlocked through the "Japanese Isolationism" option at the Consulate.

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* WarriorMonk: Aside from the Sohei Archer (unless certain skins are chosen), they have the Yamabushi (monks armed with kanabo clubs) and Zen Sohei (monks with naginatas), which can either be shipped via the Home City City, trained by Shogun Tokugawa, or unlocked through the "Japanese Isolationism" option at the Consulate.
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* DrawExtraCards: Shipping the "Virginia Plan" card through the Virginia Federal State gives the player two shipment points.

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Alphabetizing example(s)


* LogicalWeakness: Additional Export can be generated by allocating a greater percentage of your Villagers' resource-gathering rate but comes at the expense of making said resource-gathering significantly slower, [[DealwithTheDevil sacrificing your civ's well-being for more foreign "assistance"]].
* LowTechSpears: Chinese and Japanese Sentries are emergency units that use sharpened bamboo sticks to repel invaders.



* LogicalWeakness: Additional Export can be generated by allocating a greater percentage of your Villagers' resource-gathering rate but comes at the expense of making said resource-gathering significantly slower, [[DealwithTheDevil sacrificing your civ's well-being for more foreign "assistance"]].
* LowTechSpears: Chinese and Japanese Sentries are emergency units that use sharpened bamboo sticks to repel invaders.
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* LowTechSpears: Chinese and Japanese Sentries are emergency units that use sharpened bamboo sticks to repel invaders.

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* CombatMedic: Unlike other Priests or Medicine Men, their Warrior Priests double as infantry, as well as being able to heal allies. They are as potent as two villagers on the Community Plaza, allowing the villagers to
concentrate on improving their economy.

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* CombatMedic: Unlike other Priests or Medicine Men, their Warrior Priests double as infantry, as well as being able to heal allies. They are as potent as two villagers on the Community Plaza, allowing the villagers to
to concentrate on improving their economy.

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* CombatMedic: Unlike other Priests or Medicine Men, their Warrior Priests double as infantry, as well as being able to heal allies. In the original game, they can also dance in the Fire Pit, occupying two slots and freeing the villagers so they can concentrate on improving their economy.

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* CombatMedic: Unlike other Priests or Medicine Men, their Warrior Priests double as infantry, as well as being able to heal allies. In They are as potent as two villagers on the original game, they can also dance in the Fire Pit, occupying two slots and freeing Community Plaza, allowing the villagers so they can to
concentrate on improving their economy.

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* AntiStructure: Their Warchief can be excellent building destroyers as early as the second age by shipping the "Town Destroyer" card, further incentivizing rush strategies and complement their Tomahawks that aren't as effective against buildings as other Pikemen-equivalents.

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* AntiStructure: Their Warchief War Chief can be excellent building destroyers as early as the second age by shipping the "Town Destroyer" card, further incentivizing rush strategies and complement their Tomahawks that aren't as effective against buildings as other Pikemen-equivalents.


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* CombatMedic: Researching "Secret Society" at the Community Plaza allows the Haudenosaunee War Chief to heal units, a role usually done by Healers/Medicine Men.

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** '''Unit Specialist (Infantry):''' The Nobles' Hut units cost more but they include the javelin throwing Eagle Runner Knights that counters cavalry, the hard hitting Jaguar Prowler Knights that are capable of stealth, and the Arrow Knights with their long range bonuses towards buildings and artillery and their answer to siege units. Their entire ground troops consists of infantry (cavalry was unknown in ancient Mexico) and only three of their units are ranged. They do make it up for having the best navy of the three Native civilizations but the canoes are still weaker to the European and Asian counterparts.

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** '''Unit Specialist (Infantry):''' The Nobles' Hut units cost more but they include the javelin throwing javelin-throwing Eagle Runner Knights that counters cavalry, the hard hitting hard-hitting Jaguar Prowler Knights that are capable of stealth, and the Arrow Knights with their long range bonuses towards buildings and artillery and their answer to siege units. Their entire ground troops consists of infantry (cavalry was unknown in ancient Mexico) and only three of their units are ranged. They do make it up for having the best navy of the three Native civilizations but the canoes are still weaker to the European and Asian counterparts.


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* WarForFunAndProfit: The Aztec War Chief has an aura that doubles the Experience gain for killing enemy units, and the multiplier triples after researching "Founder" on the Community Plaza. This allows the Aztecs to gain shipments faster by simply fighting.
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* SixthRanger: While usually only available from alliances or certain maps, the Hausa can train Akan Ankobias by shipping the "Gaananci" card that allows them to be trained indefinitely on War Camps while costing Food and Coin instead of Influence[[note]]Palace Ankobias still cost Influence[[/note]]. Akan Ankobias fill the gunpowder infantry role that the Hausa generally lacks (Maigadis cost a lot of Influence).

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* SixthRanger: While usually only available from alliances or certain maps, the Hausa can train Akan Ankobias like regular units at the War Camp [[note]]Palace Ankobias still cost Influence[[/note]] by shipping the "Gaananci" card that allows them to be trained indefinitely on War Camps while costing Food and Coin instead of Influence[[note]]Palace Ankobias still cost Influence[[/note]].card. Akan Ankobias fill the gunpowder infantry role that the Hausa generally lacks (Maigadis cost a lot of Influence).
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* SixthRanger: While usually only available from alliances or certain maps, the Hausa can train Akan Ankobias by shipping the "Gaananci" card that allows them to be trained indefinitely on War Camps while costing Food and Coin instead of Influence[[note]]Palace Ankobias still cost Influence[[/note]]. Akan Ankobias fill the gunpowder infantry role that the Hausa generally lacks (Maigadis cost a lot of Influence).
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'''Shared buildings''': Hut[[note]]Houses that can train emergency Levied units[/note]], Livestock Market[[note]]combines Market and Livestock Pen; trade livestock for other resources[[/note]], Granary[[note]]improves food and Field gather rate, lures nearby huntables over time[[/note]], Field[[note]]slow gathering Food or Coin source[[/note]], War Camp[[note]]trains military units[[/note]], Port, Watch Tower[[note]]Outposts that can train desert mercenaries[[/note]], Palace[[note]]Fort that trains Alliance units[[/note]]\\

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'''Shared buildings''': Hut[[note]]Houses that can train emergency Levied units[/note]], units[[/note]], Livestock Market[[note]]combines Market and Livestock Pen; trade livestock for other resources[[/note]], Granary[[note]]improves food and Field gather rate, lures nearby huntables over time[[/note]], Field[[note]]slow gathering Food or Coin source[[/note]], War Camp[[note]]trains military units[[/note]], Port, Watch Tower[[note]]Outposts that can train desert mercenaries[[/note]], Palace[[note]]Fort that trains Alliance units[[/note]]\\
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'''Shared buildings''': Hut, Livestock Market[[note]]combines Market and Livestock Pen; trade livestock for other resources[[/note]], Granary[[note]]improves food and Field gather rate, lures nearby huntables over time[[/note]], Field[[note]]slow gathering Food or Coin source[[/note]], War Camp[[note]]trains military units[[/note]], Port, Watch Tower[[note]]Outposts that can train desert mercenaries[[/note]], Palace[[note]]Fort that trains Alliance units[[/note]]\\

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'''Shared buildings''': Hut, Hut[[note]]Houses that can train emergency Levied units[/note]], Livestock Market[[note]]combines Market and Livestock Pen; trade livestock for other resources[[/note]], Granary[[note]]improves food and Field gather rate, lures nearby huntables over time[[/note]], Field[[note]]slow gathering Food or Coin source[[/note]], War Camp[[note]]trains military units[[/note]], Port, Watch Tower[[note]]Outposts that can train desert mercenaries[[/note]], Palace[[note]]Fort that trains Alliance units[[/note]]\\

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* GatheringSteam: The Calendar Ceremony continuously reduces the resources needed to age up the longer it is used. Assigning more Villagers or Warrior Priests to the Plaza also increases the effectiveness as with the other ceremonies.



* ReducedResourceCost: By shipping the "Calendar Ceremony" card, the Aztecs can perform said ceremony at the Community Plaza to reduce the amount of resources needing to age up over time, freeing up their resources for other strategies such as aging up faster and training more military units.

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* ReducedResourceCost: By shipping the "Calendar Ceremony" card, the Aztecs can perform said ceremony at the Community Plaza to reduce the amount of resources needing to age up over time, freeing up their resources for other strategies such as aging up faster and or training more military units.
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'''Unique Fire Pit Dances/Community Plaza Ceremonies''': Heal Ceremony[[note]]Units heal when idle[[/note]], Garland War Ceremony[[note]]spawns Skull Knights[[/note]], Garland War Ceremony[[note]]DE only, update 50830; reduces the cost of the next age-up over time[[/note]]

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'''Unique Fire Pit Dances/Community Plaza Ceremonies''': Heal Ceremony[[note]]Units heal when idle[[/note]], Garland War Ceremony[[note]]spawns Skull Knights[[/note]], Garland War Calendar Ceremony[[note]]DE only, update 50830; reduces the cost of the next age-up over time[[/note]]

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'''Unique Fire Pit Dances/Community Plaza Ceremonies''': Heal Ceremony[[note]]Units heal when idle[[/note]], Garland War Ceremony[[note]]spawns Skull Knights[[/note]]

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'''Unique Fire Pit Dances/Community Plaza Ceremonies''': Heal Ceremony[[note]]Units heal when idle[[/note]], Garland War Ceremony[[note]]spawns Skull Knights[[/note]]
Knights[[/note]], Garland War Ceremony[[note]]DE only, update 50830; reduces the cost of the next age-up over time[[/note]]


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* ReducedResourceCost: By shipping the "Calendar Ceremony" card, the Aztecs can perform said ceremony at the Community Plaza to reduce the amount of resources needing to age up over time, freeing up their resources for other strategies such as aging up faster and training more military units.
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'''Alliances''': Somalis, Habesha, Jesuits, Portuguese, Sudanese, Indians, Oromo, Arabs

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'''Alliances''': Somalis, Habesha, Jesuits, Portuguese, Sudanese, Indians, Oromo, Arabs
Sudanese (Commerce Age), Indians (Fortress Age), Oromo (Industrial Age), Arabs (Imperial Age)



'''Alliances''': Berbers, Hausa, Moroccans, Songhai, Akan, Fulani, Yoruba, British

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'''Alliances''': Berbers, Hausa, Moroccans, Songhai, Akan, Fulani, Yoruba, BritishAkan (Commerce Age), Fulani (Fortress Age), Yoruba (Industrial Age), British (Imperial Age)
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* PragmaticAdaptation: Compared to the multiplayer or skirmish modes, ''The Asian Dynasties'' campaigns modified the consulate options to better fit the specific time period of their respective campaigns:
** Japan omits Spain and Isolationism, with the latter especially because the Isolationist period only occurs way after the campaign ended.
** China's Consulate is completely revamped due to taking place in the 15th century long before the game's timeframe. The consulate instead functions more like another Saloon with access to either Chinese, Japanese, or Indian mercenaries.
** India's Consulate replaces British with Russia, as they were already under Britain's rule and later fight against them throughout the campaign.

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* BeatThemAtTheirOwnGame: Compared to the other Native Civilizations, the Haudenosaunee have more access to European firearms and artillery, and aren't afraid to use what they learned against them.

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* BeatThemAtTheirOwnGame: Compared to the other Native Civilizations, the Haudenosaunee have more access to European firearms and artillery, artillery in the form of Light Cannons, and aren't afraid to use what they learned against them.



* CrutchCharacter: They are extremely powerful in Age 2 thanks to their excellent rush potential, but that advantage falls off dramatically in Age 3 since they can't build cannons yet while most other civs can.

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* CrutchCharacter: They are extremely powerful in the Colonial/Commerce Age 2 thanks to their excellent rush potential, but that advantage falls off dramatically in the Fortress Age 3 since they can't build cannons yet while most other civs can.



* SequenceBreaking: Similar to the famous namesake of ZergRush, a recommended tactic for the Haudenosaunee is to build a war hut right next to the enemy base using a free travois and start spamming cheap units (Haud units cost only food and wood in Age 2, allowing them to focus everything on two resources instead of three), ship unit cards and use the big button technology for their town hall to get 5 Tomahawks as soon as Age 2 starts. Unless the Haudenosaunee is up against another rush-focused faction (like the Inca or the Indians), the other team is unlikely to have much of a defence by that point, making the game good as over barring a very good player or a very bad rusher. The fact that the Haudenosaunee also have a card that lets their explorer do massive damage against enemy buildings further compounds this tactic. This isn't foolproof, however, as many experienced players can see this coming and sacrifice their early-game economic cards for military ones to halt the rush.

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* SequenceBreaking: Similar to the famous namesake of ZergRush, a recommended tactic for the Haudenosaunee is to build a war hut right next to the enemy base using a free travois and start spamming cheap units (Haud (Haudenosaunee units cost only food and wood in Age 2, the Colonial/Commerce Age, allowing them to focus everything on two resources instead of three), ship unit cards and use the big button technology for their town hall to get 5 Tomahawks as soon as the Colonial/Commerce Age 2 starts. Unless the Haudenosaunee is up against another rush-focused faction (like the Inca or the Indians), the other team is unlikely to have much of a defence by that point, making the game good as over barring a very good player or a very bad rusher. The fact that the Haudenosaunee also have a card that lets their explorer do massive damage against enemy buildings further compounds this tactic. This isn't foolproof, however, as many experienced players can see this coming and sacrifice their early-game economic cards for military ones to halt the rush.
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* AwesomeButImpractical: Choosing "Japanese Isolationism" at the Consulate, you'll be given the option to trade 4000 export for the ability to advance straight to the Imperial Age with the "UsefulNotes/MeijiRestoration" tech. However, the player will advance in age without getting any kind of bonus that they would get by building a wonder, which is a death sentence in most scenarios, so the utility of the tech is limited to saving 12000 in resources (4000 food, 4000 wood and 4000 coin).

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* AwesomeButImpractical: Choosing "Japanese Isolationism" at the Consulate, you'll be given the option to trade 4000 export for the ability to advance straight to the Imperial Age with the "UsefulNotes/MeijiRestoration" tech. However, Not only the player will advance in age without getting any kind of bonus that they would get by building a wonder, which is a death sentence in most scenarios, so the utility of the tech is limited to saving 12000 in resources (4000 food, but 4000 wood export is far slower to gather in the Industrial Age compared to 4000 food and 4000 coin).coin, even at the highest export gather rate.

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* StanceSystem: When put into melee, Ashigaru Musketeers in ''Definitive Edition'' switch to using yari spears, which are effective against cavalry.

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* StanceSystem: StanceSystem:
**
When put into melee, Ashigaru Musketeers in ''Definitive Edition'' switch to using yari spears, which are effective against cavalry.cavalry.
** The Golden Pavilion wonder can modify unit stats in four different ways depending on the player's current needs. The stats that can be improved are ranged attack, melee attack, hitpoints, or movement speed.
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** In order to advance to the next age, they can choose one out of 5 Council members. Unlike the European politicians, these council members are kept throughout the ages, at the cost of the same member not being able to be chosen more than once.

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** In order to advance to the next age, they can choose one out of 5 Council members. Unlike the European politicians, these council members are kept throughout the ages, ages and the age up bonuses increase with age, at the cost of the same member not being able to be chosen more than once.
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** With the exception of the Aztecs and Inca, they also have a War Council instead of a Home City. It works mostly the same regarding technology and army shipping, however, instead of a politician, they can choose one out of 5 Council members (which are kept throughout the ages, at the cost of the same member not being able to be chosen more than once) in order to advance to the next age.

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** With In order to advance to the exception of the Aztecs and Inca, they also have a War Council instead of a Home City. It works mostly the same regarding technology and army shipping, however, instead of a politician, next age, they can choose one out of 5 Council members. Unlike the European politicians, these council members (which are kept throughout the ages, at the cost of the same member not being able to be chosen more than once) in order to advance to the next age.once.

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* AntiStructure: Their Warchief can be excellent building destroyers as early as the second age by shipping the "Town Destroyer" card, further incentivizing rush strategies and complement their Tomahawks that aren't as effective against buildings as other Pikemen-equivalents.



* SequenceBreaking: Similar to the famous namesake of ZergRush, a recommended tactic for the Haudenosaunee is to build a war hut right next to the enemy base using a free travois and start spamming cheap units (Haud units cost only food and wood in Age 2, allowing them to focus everything on two resources instead of three), ship unit cards and use the big button technology for their town hall to get 5 tomahawks as soon as Age 2 starts. Unless the Haudenosaunee is up against another rush-focused faction (like the Inca or the Indians), the other team is unlikely to have much of a defence by that point, making the game good as over barring a very good player or a very bad rusher. The fact that the Haudenosaunee also have a card that lets their explorer do massive damage against enemy buildings further compounds this tactic. This isn't foolproof, however, as many experienced players can see this coming and sacrifice their early-game economic cards for military ones to halt the rush.

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* SequenceBreaking: Similar to the famous namesake of ZergRush, a recommended tactic for the Haudenosaunee is to build a war hut right next to the enemy base using a free travois and start spamming cheap units (Haud units cost only food and wood in Age 2, allowing them to focus everything on two resources instead of three), ship unit cards and use the big button technology for their town hall to get 5 tomahawks Tomahawks as soon as Age 2 starts. Unless the Haudenosaunee is up against another rush-focused faction (like the Inca or the Indians), the other team is unlikely to have much of a defence by that point, making the game good as over barring a very good player or a very bad rusher. The fact that the Haudenosaunee also have a card that lets their explorer do massive damage against enemy buildings further compounds this tactic. This isn't foolproof, however, as many experienced players can see this coming and sacrifice their early-game economic cards for military ones to halt the rush.
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* PatrioticFervor: Their hero units are have ''very'' patriotic voice lines and brandish Inspiring Flags that give bonuses to friendly units.

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* PatrioticFervor: Their hero units are all have ''very'' patriotic voice lines and brandish Inspiring Flags that give bonuses to friendly units.
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* FatalFireworks: The Indians can send 2 Mysorean Rockets (which in-game is just a renamed British Rocket unit) in the Industrial Age since the ''Definitive Edition''. The titular army utilized rocket artillery against the British East India Company, which then inspired them to develop Congreve rockets which were the inspiration for said Rocket unit.

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* DiscardAndDraw: The "Tupac Rebellion" card transforms ''every'' Incan unit into a European-style Revolutionary army, instantly granting a modernized force at the cost of being very expensive.

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* DiscardAndDraw: DeathOrGloryAttack: The "Tupac Rebellion" card transforms ''every'' Incan unit into a European-style Revolutionary army, instantly granting a modernized force at the cost of being very expensive.expensive and stopping your economy dead in its tracks.


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* LogicalWeakness: Additional Export can be generated by allocating a greater percentage of your Villagers' resource-gathering rate but comes at the expense of making said resource-gathering significantly slower, [[DealwithTheDevil sacrificing your civ's well-being for more foreign "assistance"]].


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* PatrioticFervor: Their hero units are have ''very'' patriotic voice lines and brandish Inspiring Flags that give bonuses to friendly units.
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Misuse Using a flag other than the national one from the same ~20-30 years is hardly an anachronism.


* AnachronismStew: The in-game Mexican flag is the flag of the [[https://en.wikipedia.org/wiki/Army_of_the_Three_Guarantees Army of the Three Guarantees]] used during the Mexican War of Independence. This is necessary as images of the Mexican flag, including historical flags from which it derive, are [[https://www.ageofempires.com/news/this-historical-research-behind-the-mexico-civilization/ protected under law]] and require permits for non-governmental usage.

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