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* ''VideoGame/{{NBA 2K}}'': In the [=PlayStation=] 4 & Xbox One versions of the basketball game NBA 2K21, come "curry slides". The "curry slide" is a dribble move which is performed by the ball bouncing behind a player's back from side to side whilst they slide in the direction of the ball. While it being used on its own is one thing, they tend to be used by builds (Avatars you can create in game that specialize in specific basketball skills) in multiplayer called "playmaking shot creators" (A build that, at the time was believed to be overpowered in it's own right due to its high ability to score 3-point shots!) that typically have big men (power forwards/centers in basketball) standing in screening position (Example of this move seen [[https://cdn2.hubspot.net/hubfs/735726/ball%20screen.jpg here.]] Pay attention to the basketball player on the left) around them, allowing them to slide side to side until their defender has been screened off. Imagine this move being used on repeat by a large amount of the community, and it's easier to see how this can provoke the community's ire.

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* ''VideoGame/{{NBA 2K}}'': In the [=PlayStation=] 4 & Xbox One versions of the basketball game NBA 2K21, come "curry slides". The "curry slide" is a dribble move which is performed by the ball bouncing behind a player's back from side to side whilst they slide in the direction of the ball. While it being used on its own is one thing, they tend to be used by builds (Avatars you can create in game that specialize in specific basketball skills) in multiplayer called "playmaking shot creators" (A build that, at the time was believed to be overpowered in it's its own right due to its high ability to score 3-point shots!) that typically have big men (power forwards/centers in basketball) standing in screening position (Example of this move seen [[https://cdn2.hubspot.net/hubfs/735726/ball%20screen.jpg here.]] Pay attention to the basketball player on the left) around them, allowing them to slide side to side until their defender has been screened off. Imagine this move being used on repeat by a large amount of the community, and it's easier to see how this can provoke the community's ire.
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* The ClimaxBoss of ''VideoGame/TheLegendOfDragoon'', [[spoiler:Lloyd]], is armed with a magic sword that allows him to inflict instant death upon any character in their Dragoon form, and his AI is programmed to prioritize using the instant kill more often than not if a transformed character is on the field. However, the Talisman accessory blocks instant death attacks including this one. The cheese strategy is to bring Albert or Kongol (the team's [[MightyGlacier Mighty Glaciers]]) with a fully maxed out Dragoon gauge and the Talisman, then turn them on their first turn of the fight. This will cause the boss to waste several of his turns trying and failing to instantly kill the Talisman user until they drop out of their transformation.

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* ''VideoGame/Persona3Reload:'' The Reaper is a very hard enemy which can easily defeat an underprepared party, but also drops about 250,000 XP. If you are knocked out on the lowest difficulty, you have the option of re-entering the battle. The party's HP and Stamina Points are refilled, but the enemy keeps any damage already done to it. Knocked out? Retry! Run out of SP? Let yourself get knocked out! And when it's all over, bank your XP and reset the difficulty to Normal.

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* ''VideoGame/Persona3Reload:'' ''VideoGame/Persona3Reload:''
**
The Reaper is a very hard enemy which can easily defeat an underprepared party, but also drops about 250,000 XP. If you are knocked out on the lowest difficulty, you have the option of re-entering the battle. The party's HP and Stamina Points are refilled, but the enemy keeps any damage already done to it. Knocked out? Retry! Run out of SP? Let yourself get knocked out! And when it's all over, bank your XP and reset the difficulty to Normal.
** The Hermit story boss is supposed to be an IncreasinglyLethalEnemy: it charges up during the battle, allowing it to use the hard-hitting, party-wide [[ShockAndAwe Elec-element]] Giga Spark and later Tera Spark attacks. You're meant to damage it to slow down the charge, or endure and heal off the damage. ''Or'' you can cast Elec Break to remove its immunity to its own attacks, then reflect them back with Makarakarn for massive damage, letting the boss do most of the work of the fight for you.
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** One of the most effective and oft-mentioned tactic is boating. All mobs that can get in a boat will do so if they touch one, but don't go out of their way to seek them out ''or'' avoid them. Boats, like trap doors, are essentially invisible to them. Once a mob is in a boat, it can only get out if you break the boat. Even hostile mobs get in to boats. In other words you can carry a boat and trap dangerous mobs like Endermen, Wither Skeletons, and Husks by simply placing it down and stepping back so it runs over it. Now you can just bash it to death with even your bare hands if you like.
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** Jetragon spawns conveniently near a cliff side. For some odd reason, it's able to take fall damage. If the player heads to the bottom of the cliff and into the water, Jetragon will follow -- and lose a huge chunk of its health in the process. Version 0.2.0.6 gave
** Related to the above tactic is the "Stairway to Heaven", where you build a tall ramp or tower into the sky, [[DrawAggro provoke]] Pals into running up after you, and then deleting the tile they are standing on or tricking them into running off the platform, causing them to fall to their death. Version 0.2.0.6 {{nerf}}ed this tactic slightly in that flying or floating Pals will not take FallingDamage, rendering this tactic useless against them.

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** Jetragon spawns conveniently near a cliff side. For some odd reason, it's able to take fall damage. If the player heads to the bottom of the cliff and into the water, Jetragon will follow -- and lose a huge chunk of its health A tactic that was patched out in the process. Version 0.2.0.6 gave
consisted of luring Jetragon off one of the many cliffs near its spawn point, where it would lose a huge chunk of its health, if not flat out die, from FallingDamage.
** Related to the above tactic is the "Stairway to Heaven", where you build a tall ramp or tower into the sky, [[DrawAggro provoke]] Pals into running up after you, and then deleting the tile they are standing on or tricking tricking/knocking them into running off the platform, causing them to fall to their death. Version 0.2.0.6 {{nerf}}ed this tactic slightly in that flying or floating Pals will not take FallingDamage, rendering this tactic useless against them.

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** Jetragon spawns conveniently near a cliff side. For some odd reason, it's able to take fall damage. If the player heads to the bottom of the cliff and into the water, Jetragon will follow -- and lose a huge chunk of its health in the process.
** Related to the above tactic is the "Stairway to Heaven", where you build a tall ramp or tower into the sky, [[DrawAggro provoke]] Pals into running up after you, and then deleting the tile they are standing on or tricking them into running off the platform, causing them to fall to their death.
** Palboxes are buildable near boss arenas and Pals stationed at bases will attack anything that is hostile. This has led to the tactic of building a Palbox near a field boss, deploying a horde of powerful Pals at the base, [[DrawAggro provoking]] the field boss into attacking and then luring it to the base where the gathered Pals will immediately ZergRush it.
*** Another (ab)use of Palboxes exploits how a field boss's health does not regenerate if you respawn within a certain vicinity of them. Therefore, building a Palbox near a particularly tough boss can mean that even if they manage to defeat you, you can respawn within close proximity without giving them a chance to heal.

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** Jetragon spawns conveniently near a cliff side. For some odd reason, it's able to take fall damage. If the player heads to the bottom of the cliff and into the water, Jetragon will follow -- and lose a huge chunk of its health in the process.
process. Version 0.2.0.6 gave
** Related to the above tactic is the "Stairway to Heaven", where you build a tall ramp or tower into the sky, [[DrawAggro provoke]] Pals into running up after you, and then deleting the tile they are standing on or tricking them into running off the platform, causing them to fall to their death.
death. Version 0.2.0.6 {{nerf}}ed this tactic slightly in that flying or floating Pals will not take FallingDamage, rendering this tactic useless against them.
** Palboxes are buildable near boss arenas and Pals stationed at bases will attack anything that is hostile. This has led to the tactic of building a Palbox near a field boss, deploying a horde of powerful Pals at the base, [[DrawAggro provoking]] the field boss into attacking and then luring it to the base where the gathered Pals will immediately ZergRush it.
*** Another (ab)use of Palboxes
it. This tactic also exploits how a field boss's health does not regenerate if you respawn within a certain vicinity of them. Therefore, building a Palbox near a particularly tough boss can mean that even if they manage to defeat you, you can respawn within close proximity without giving them a chance to heal.
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*** Another (ab)use of Palboxes exploits how a field boss's health does not regenerate if you respawn within a certain vicinity of them. Therefore, building a Palbox near a particularly tough boss can mean that even if they manage to defeat you, you can respawn within close proximity without giving them a chance to heal.
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* ''VideoGame/Persona3Reload:'' The Reaper is a very hard enemy which can easily defeat an underprepared party, but also drops about 250,000 XP. If you are knocked out on the lowest difficulty, you have the option of re-entering the battle. The party's HP and Stamina Points are refilled, but the enemy keeps any damage already done to it. Knocked out? Retry! Run out of SP? Let yourself get knocked out! And when it's all over, bank your XP and reset the difficulty to Normal.
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* ''Videogame/MarvelVsCapcom3'': In the ''Ultimate'' expansion, Morrigan became infamous for her Flight-cancel/Soul Fist/Astral Vision BulletHell combination strategy. Soul Fist is a projectile that Morrigan can fire in the air or on the ground, and the recovery can be canceled if Morrigan activates and deactivates flight immediately after firing one. On its own, this creates an annoying amount of projectile spam on the screen, but if she has her super move, Astral Vision, active, the problem becomes ''doubled'' because ''two Morrigans'' are doing the same thing. She can make things even more difficult on her opponent by having Doctor Doom as her assist partner, because he can fire missiles that fall from the sky, preventing the few characters that can fly away from the Soul Fists from doing so. This strategy is one of the major reasons that [[UsefulNotes/FightingGameCommunity FGC Pro]] Chris G. became a villain during his dominant run in ''[=UMvC3=]''. You can view it in action [[https://youtu.be/YQkaI0_f7ek?t=315 here]] (also, note the commentators' reactions to the tactic).

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* ''Videogame/MarvelVsCapcom3'': In the ''Ultimate'' expansion, Morrigan became infamous for her Flight-cancel/Soul Fist/Astral Vision BulletHell combination strategy. Soul Fist is a projectile that Morrigan can fire in the air or on the ground, and the recovery can be canceled if Morrigan activates and deactivates flight immediately after firing one. On its own, this creates an annoying amount of projectile spam on the screen, but if she has her super move, Astral Vision, active, the problem becomes ''doubled'' because ''two Morrigans'' are doing the same thing. She can make things even more difficult on her opponent by having Doctor Doom as her assist partner, because he can fire missiles that fall from the sky, preventing the few characters that can fly away from the Soul Fists from doing so. This strategy is one of the major reasons that [[UsefulNotes/FightingGameCommunity [[MediaNotes/FightingGameCommunity FGC Pro]] Chris G. became a villain during his dominant run in ''[=UMvC3=]''. You can view it in action [[https://youtu.be/YQkaI0_f7ek?t=315 here]] (also, note the commentators' reactions to the tactic).
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* ''VideoGame/TheSimpsonsHitAndRun'' has a few programming oversights that allow for cheesy wins to missions ''without'' resorting to just skipping them:
** Level 3's ''Clueless'' requires you to race to different parts of town to meet Milhouse. However, the timer stops when you reach him but doesn't start until you talk to him and ''then'' get in your car: if you know where all the spots are (Wall E. Weasel's, Planet Hype, and the Springfield Sign), you can reach him, drive your car some or all of the way to the next location, get out of the car and run back to talk to him, and then run back to your vehicle to start the timer. The only drawback is it takes a long time.
** Level 4's ''From Outer Space'' ends with Chief Wiggum chasing you. All you have to do to escape him is drive to the Simpson's home and run inside. This ''immediately'' ends the chase and completes the mission.
** Level 7's ''Kang and Kodos Strike Back'' is a ''very'' difficult race, where you must race the Chase Sedan through the suburbs and the Squidport to get to the Duff Brewery. However, the developers forgot to block the other route through the level. At the beginning of the race you can do a 180 and take the ''other'' route past the Dam and Observatory: this causes the game to unload the part of the level the Chase Sedan is in to save memory, which causes it to fall through the level architecture and get stuck, making the race ''impossible to lose''.
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** Thanks to ''Starcraft II'' making Ghosts a Tier 1.5 unit with good amount of health and powerful spell abilities, it is now possible for Terrans to rush out a Ghost Academy a scant few minutes into a match and start training Ghosts from a Barracks with an attached Tech Lab. While 2-3 Ghosts are being trained, Personal Cloaking is researched and the Ghosts are sent out on a round-about path while research is finishing so the opponent doesn't suspect something fishy. The invisible Ghosts sneak into the opponent's base and start firing upon workers to take out as many as possible which can be devastating. If the opponent holds on past this point, the Terran may build a Factory for the sole purpose of enabling Nuke production from the Ghost Academy and may build additional Academies as resources allow; now the opponent has to deal with Nuke strikes hitting key or dummy targets while mass Ghosts are surprisingly tanky and can hold up well in a straight fight. Against a Protoss army, Ghosts can strip away shields with EMP to even the odds and/or snipe key targets, while against Zerg, any of their units are vulnerable to Steady Targeting (the aforementioned snipe attack). Even if the opponent brings out detection, the Ghosts can use their abilities to eliminate many detection methods; EMP decloaks Protoss Observers so they can be shot down ([[DefogOfWar Orbital Command scans]] work too), Zerg Overseers can be sniped in two shots, and opposing Terran Orbital Commands can be [=EMPed=] to remove their energy to deny detecting scans. All of this makes mass Ghosts a major problem to deal with if the opponent isn't prepared with the proper counter-army. Notably, Steady Targeting got a nerf by giving it a maximum range during the channeling phase, so that the opponent can counter it by fleeing out of range.

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** Thanks to ''Starcraft II'' making Ghosts a Tier 1.5 unit with good amount of health and powerful spell abilities, it is now possible for Terrans to rush out a Ghost Academy a scant few minutes into a match and start training Ghosts from a Barracks with an attached Tech Lab. While 2-3 Ghosts are being trained, Personal Cloaking is researched and the Ghosts are sent out on a round-about path while research is finishing so the opponent doesn't suspect something fishy. The invisible Ghosts sneak into the opponent's base and start firing upon workers to take out as many as possible which can be devastating. If the opponent holds on past this point, the Terran may build a Factory for the sole purpose of enabling Nuke production from the Ghost Academy and may build additional Academies as resources allow; now the opponent has to deal with Nuke strikes hitting key or dummy targets while mass Ghosts are surprisingly tanky and can hold up well in a straight fight. Against a Protoss army, Ghosts can strip away shields with EMP to even the odds and/or snipe key targets, while against Zerg, any of their units are vulnerable to Steady Targeting (the aforementioned snipe attack). Even if the opponent brings out detection, the Ghosts can use their abilities to eliminate many detection methods; EMP decloaks Protoss Observers so they can be shot down ([[DefogOfWar Orbital Command scans]] work too), Zerg Overseers can be sniped in two shots, and opposing Terran Orbital Commands can be [=EMPed=] to remove their energy to deny detecting scans. All of this makes mass Ghosts a major problem to deal with if the opponent isn't prepared with the proper counter-army. Notably, Steady Targeting got a nerf by giving it a maximum range during the channeling phase, so that the opponent can counter it by fleeing out of range. range, and Snipe was later changed to only do its full damage to Psionic targets (spell casters usually) to curtail its overwhelming power against anything Biological.
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** Black Marketeers are merchants that will sell you Pals that are implied to be illegally obtained. While they can be killed for a substantial amount of money, their high health (exceeding that of many Pals); high level; equipment of a powerful [[GatlingGood minigun]] and a ''very'' strong [[{{mons}} Pal]] make fighting them a challenge. However, players found a way to trivialize fighting them by catching them in the hanging traps, hitting them once, and then building a campfire underneath them.

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** Making a Netherportal requires obsidian, a hard mineral that is incredibly rare, can only be mined with a ''diamond'' pickaxe, and often necessitates finding ''several'' such old portals on the overworld to cannibalize for minerals. Or you can just make obsidian yourself by letting water flow over lava: using dirt as molds and meticulously creating the obsidian in the very shape of the portal. This allows you to reach the Nether as soon as you've found enough iron to make a bucket, which is likely well-before you've found diamonds.
** Mob grinders. In laymans terms, this means creating a structure that takes advantage of the game's mob spawning mechanics and forces mobs to ''only'' be able to spawn inside said structure, which funnels them into a kill zone where you can effortlessly wipe them out by the dozens to gain items and experience. Suddenly keeping all your Mending-enchanted Netherrite gear and obtaining arrows and gunpowder is very, ''very'' easy. The best part is, while incredibly convoluted mob grinders exist, the simplest one is effectively a tower with a few trapdoors and an "AFK platform", all of which can be built early game with some trapdoors, a water bucket, some hoppers, and a few stacks of cobblestone.

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** Making a Netherportal Nether Portal requires obsidian, a hard mineral that is incredibly rare, can only be mined with a ''diamond'' pickaxe, and often necessitates finding ''several'' such old portals on the overworld to cannibalize for minerals. Or you can just make obsidian yourself by letting water flow over lava: using dirt as molds and meticulously creating the obsidian in the very shape of the portal. This allows you to reach the Nether as soon as you've found enough iron to make a bucket, which is likely well-before you've found diamonds.
** Mob grinders. In laymans layman's terms, this means creating a structure that takes advantage of the game's mob spawning mechanics and forces mobs to ''only'' be able to spawn inside said structure, which funnels them into a kill zone where you can effortlessly wipe them out by the dozens to gain items and experience. Suddenly keeping all your Mending-enchanted Netherrite gear and obtaining arrows and gunpowder is very, ''very'' easy. The best part is, while incredibly convoluted mob grinders exist, the simplest one is effectively a tower with a few trapdoors and an "AFK platform", all of which can be built early game with some trapdoors, a water bucket, some hoppers, and a few stacks of cobblestone.



** {{Zerg Rush}}ing your foes with armies of wolves. With two tamed wolves, a chicken farm, and some patience, you can have an exponentially growing army of wolves. These things will follow you loyally and lay waste to any foe that either you attack or that attacks you, and while they will die quickly they are easily replacable. Youtuber Kolanii took this to the extreme by unleashing ''[[https://www.youtube.com/watch?v=AWypd22Q4yU 2000 wolves]]'' against various {{Superboss}}es like [[RunOrDie The Warden]] or [[WalkingWasteland The Wither]] on hardcore and devastated them so quickly he was able to win both fights in third person, against ''three Withers'' at the same time, and ended both fights in about a minute -- he only took 1000 of the 2000 wolves for each fight, and even then he comments that he really only needed 100 or so wolves for each fight.

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** {{Zerg Rush}}ing your foes with armies of wolves. With two tamed wolves, a chicken farm, and some patience, you can have an exponentially growing army of wolves. These things will follow you loyally and lay waste to any foe that either you attack or that attacks you, and while they will die quickly they are easily replacable.replaceable. Youtuber Kolanii took this to the extreme by unleashing ''[[https://www.youtube.com/watch?v=AWypd22Q4yU 2000 wolves]]'' against various {{Superboss}}es like [[RunOrDie The Warden]] or [[WalkingWasteland The Wither]] on hardcore and devastated them so quickly he was able to win both fights in third person, against ''three Withers'' at the same time, and ended both fights in about a minute -- he only took 1000 of the 2000 wolves for each fight, and even then he comments that he really only needed 100 or so wolves for each fight.


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** Playing Hardcore Mode following the Village & Pillage Update has allowed players to use the Totems of Undying to [[DramaticallyMissingThePoint avoid dying in a game mode where the challenge is to avoid dying]].
** In speedruns, thanks to Piglins being able to trade gold for ender pearls, players use Piglins as a means to gather ender pearls to enter the End instead of gathering them via the Endermen, which was the initial way to gather ender pearls.
** The Ender Dragon can be blown up by spamming beds and trying to use them in the End dimension (since they don't work because time is broken there, just like the Nether), allowing players to kill it with the occurring explosions without having to use any combat skills or take out the healing crystals.
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* In ''VideoGame/TyTheTasmanianTiger'', you can beat Shadow the Bat without her getting a single attack in. Normally you have to hit a button with your boomerang to release steam from the vents she sits on while avoiding the swarm of bats she sends your way, but the Zoomerang has a longer range than the other boomerangs and can be used to hit the buttons from far enough away that Shadow doesn't have a chance to send her bats after you.

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* ''VideoGame/NewSuperMarioBros'': Utilizing a Mega Mushroom against bosses will one-shot them without Mario or Luigi taking any damage in the process.



* Bowser's boss fights in ''VideoGame/SuperMario64'' require the player to grab him by the tail, swing him around and around like a hammer thrower to build up momentum, and throw him into one of the bombs located at the edge of the arena. When you’re swinging Bowser at full speed, it’s a bit of a challenge to time the release so that he flies on target; if you miss, he will fly off the edge of the floating platform, only to jump back up unharmed. The more patient and lazy player can swing Bowser more slowly until he's facing a bomb; "throw" him only a short distance so that he lands on the ground a little closer to the bomb; grab his tail again; and keep repeating this process until he hits the bomb. However, during the final battle Bowser will [[BossArenaUrgency destroy parts of the arena]] after he takes two hits, forcing you to do it the "right way" for at least the final blow.

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* ''Franchise/SuperMarioBros'':
**
Bowser's boss fights in ''VideoGame/SuperMario64'' require the player to grab him by the tail, swing him around and around like a hammer thrower to build up momentum, and throw him into one of the bombs located at the edge of the arena. When you’re swinging Bowser at full speed, it’s a bit of a challenge to time the release so that he flies on target; if you miss, he will fly off the edge of the floating platform, only to jump back up unharmed. The more patient and lazy player can swing Bowser more slowly until he's facing a bomb; "throw" him only a short distance so that he lands on the ground a little closer to the bomb; grab his tail again; and keep repeating this process until he hits the bomb. However, during the final battle battle, Bowser will [[BossArenaUrgency destroy parts of the arena]] after he takes two hits, forcing you to do it the "right way" for at least the final blow.blow.
** In ''VideoGame/NewSuperMarioBros'', utilizing a Mega Mushroom against a boss will one-shot them without Mario or Luigi taking any damage in the process.
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** Related to the above tactic is the "Stairway to Heaven", where you build a tall ramp or tower into the sky, [[DrawAggro provoke]] Pals into running up after you, and then deleting the tile they are standing on or tricking them into running off the platform, causing them to fall to their death.
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* In ''VideoGame/MedievalIITotalWar'', declaring wars on someone's ally doesn't immediately make you go to war with them, unlike in later installment. However, allying with someone instantly turns you neutral towards all of their allies, even if they are your enemies. Naturally, you can cheese the hell out of this system by launching a simultaneous attack and conquer multiple settlements at once, then force peace on your enemy before they can counterattack by paying their ally a lump sum to become your ally.

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* In ''VideoGame/MedievalIITotalWar'', declaring wars war on someone's ally doesn't immediately make you go to war with them, unlike in later installment.installments. However, allying with someone instantly turns you neutral towards all of their allies, even if they are your enemies. Naturally, you can cheese the hell out of this system by launching a simultaneous attack and conquer multiple settlements at once, then force peace on your enemy before they can counterattack by paying their ally a lump sum to become your ally.
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* In ''VideoGame/MedievalIITotalWar'', declaring wars on someone's ally doesn't immediately make you go to war with them, unlike in later installment. However, allying with someone instantly turns you neutral towards all of their allies, even if they are your enemies. Naturally, you can cheese the hell out of this system by launching a simultaneous attack and conquer multiple settlements at once, then force peace with your enemy by paying their ally a lump sum to become your ally.

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* In ''VideoGame/MedievalIITotalWar'', declaring wars on someone's ally doesn't immediately make you go to war with them, unlike in later installment. However, allying with someone instantly turns you neutral towards all of their allies, even if they are your enemies. Naturally, you can cheese the hell out of this system by launching a simultaneous attack and conquer multiple settlements at once, then force peace with on your enemy before they can counterattack by paying their ally a lump sum to become your ally.
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* In ''VideoGame/MedievalIITotalWar'', declaring wars on someone's ally doesn't immediately make you go to war with them, unlike in later installment. However, allying with someone instantly turns you neutral towards all of their allies, even if they are your enemies. Naturally, you can cheese the hell out of this system by launching a simultaneous attack and conquer multiple settlements at once, then force peace with your enemy by paying their ally a lump sum to become your ally.

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