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**The seasons themselves affect strategy, as armies can march further during summer and cannot move at all in winter.

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* {{Druid}}: Present and accounted for, in the form of heroes.
* EasyLogistics: While there are no supply lines in the games, armies have a seasonal upkeep. In the Saxon and Welsh campaigns, army upkeep is doubled when marching through hostile territory. After a province has been conquered, the double upkeep continues for 1 year and the new ruler cannot recruit units during the year.

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* {{Druid}}: Present and accounted for, in the form of heroes.
heroes and quests.
* EasyLogistics: While there are no supply lines in the games, armies have a seasonal upkeep. In the Saxon and Welsh campaigns, army upkeep is doubled when marching through hostile territory.territory, and marching through neutral territory without a "military access" agreement is an automatic declaration of war. After a province has been conquered, the double upkeep continues for 1 year and the new ruler cannot recruit units during the year.
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* TakeYourTime: Other than quests with an explicit time limit, the first game has this. The Arthurian campaign even encourages the player to do this as once Camelot is established, things heat up as the other kings realise that Arthur means business.
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*{{Railroading}}: Happens in the original campaigns of the two games. In ''I'', this is aggravated by the superiority of one choice over another when it comes to certain quests. [[spoiler: When deciding to ally with either Somerset or Dorset, an alliance with Somerset is more favorable as Dorset has a camp which enables troops to gain experience per season. When choosing the site to establish Camelot, Logres is a better choice as there are more provinces surrounding it, and it is possible to occupy most of these provinces before attacking Logres.]]
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* RagsToRoyalty: Part of the Arthurian legend, but the original campaign of the first game hammers it home by portraying Arthur's forces as the constant underdogs, with many other kings being more powerful than he is (at the beginning). The tutorial even has his forces clearing his inheritance of rebels, and his people only truly submitted to him (by paying taxes and agreeing to be drafted into his armies) after [[spoiler: the Lady of the Lake blesses Exaclibur.]].
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* CommandAndConquerEconomy: Played with for the first game. While you have to order construction of buildings at strongholds, and initiate research, your provinces automatically contribute Gold and Food according to their economic output. [[note]]Taxes are lump sums of Food and Gold collected every winter, Mines provide Gold every turn, while Trade brings in Gold and Food every turn.[[/note]]
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*EasyLogistics: While there are no supply lines in the games, armies have a seasonal upkeep. In the Saxon and Welsh campaigns, army upkeep is doubled when marching through hostile territory. After a province has been conquered, the double upkeep continues for 1 year and the new ruler cannot recruit units during the year.


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*VariablePlayerGoals: The Saxon and Welsh [=DLC=] campaigns allow the player to set their victory conditions, such as conquering provinces, and accumulating a huge amount of Gold and Food.
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* BodyguardingABadass: Can happen when a hero becomes vastly more powerful than the troop unit assigned as his/her guards.

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''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided among bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' [=DLC=] is essentially a skirmish pack (with fixed armies for both sides), which serves as the bridge between the original and the sequel.

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''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided among bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' [=DLC=] stand-alone expansion is essentially a skirmish pack (with fixed armies for both sides), which serves as the bridge between the original and the sequel.



** Then there's physical attacks that bypass armour, such as weapons from the Crossbowmen and Axemen.

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** Then there's physical attacks that bypass armour, such as weapons from the Crossbowmen and Axemen.



* DamselInDistress: More than a few. Once rescued, they can be married to your heroes, and their traits can either benefit or weaken the fiefdoms governed by their husbands.

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* DamselInDistress: More than a few. Once rescued, they can be married to your heroes, and their traits can either benefit or weaken their husbands, along with the fiefdoms governed by their husbands.they govern.



* KingArthur: He's in the title.

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* KingArthur: He's in the title. The Saxon and Welsh [=DLC=] campaigns have him as a rival king.



* KillItWithFire: Plenty of spells along this line.

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* KillItWithFire: Plenty of spells along this line.line, and they can often hurt your own troops as well.


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**In the Saxon and Welsh [=DLC=] campaigns, knights who have no liege are outright this, and referred to as "hedge knights".

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* ACommanderIsYou: The Morality trees, outside of actual role-playing implications, provide different benefits to certain strategies to tailor your style.

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* ACommanderIsYou: The Religion and Morality trees, outside of actual role-playing implications, provide different benefits to certain strategies to tailor your style.

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* RiskStyleMap: Both games uses this. However, this factor is more significant in the first game, as Strongholds can house buildings which affect the county they are in, as well as surrounding counties.

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* RiskStyleMap: Both games uses this. However, this factor is more significant in the first game, as Strongholds can house buildings which affect the county they are in, as well as benefit surrounding counties.counties, making such counties rather valuable.

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* ScrewYouElves: Whichever ending you reach, you'll be defeating at least one of the Courts of the Sidhe, possibly both.



* ScrewYouElves: Whichever ending you reach, you'll be defeating at least one of the Courts of the Sidhe and possibly both.

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* ScrewYouElves: Whichever ending you reach, you'll *StormingTheCastle: Attacking Strongholds is this. While there are no gates to be defeating at least one battered down, the layout of the Courts map consists of narrow winding streets, and the Sidhe defender can (and probably will) position their units near all 3 victory points, while attacking units have to run to the points and possibly both.then try to dislodge the defenders.

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* DamselInDistress: More than a few.

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* DamselInDistress: More than a few. Once rescued, they can be married to your heroes, and their traits can either benefit or weaken the fiefdoms governed by their husbands.

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* ACommanderIsYou: The Morality trees, outside of actual role-playing implications, provide different benefits to certain strategies to tailor your style. Christian favors ''Brute Force'' and gives knights and heavy infantry along with defensive abilities to aid them, Old Faith helps out as ''Guerilla'' with archers and infantry units that tend to be good in the woods or difficult weather as well as tricky spells, Rightful provides ''Generalist'' benefits with a variety of infantry units and various benefits to use as you will, and Tyrant provides more ''Brute Force'' with lots of damage or melee bonuses - even its archers are better in melee.

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* ACommanderIsYou: The Morality trees, outside of actual role-playing implications, provide different benefits to certain strategies to tailor your style. Christian
**Christian
favors ''Brute Force'' and gives knights and heavy infantry along with defensive abilities to aid them, Old them.
**Old
Faith helps out as ''Guerilla'' with archers and infantry units that tend to be good in the woods or difficult weather as well as tricky spells, spells.
**
Rightful provides ''Generalist'' benefits with a variety of infantry units and various benefits to use as you will, and will.
**
Tyrant provides more ''Brute Force'' with lots of damage or melee bonuses - even its archers are better in melee.



* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post Roman Britain, we have units called "Crusaders" centuries before the First Crusade ([[RuleOfCool although the name does make a cool shorthand for "Christian warriors"]]), Irish gods being worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.

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* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post just-post Roman Britain, we have units called "Crusaders" centuries before the First Crusade ([[RuleOfCool although the name does make a cool shorthand for "Christian warriors"]]), Irish gods being worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.



* AnnoyingArrows: Averted, other than heroes and Giants, nothing matches the hitting power of the various archer classes. Both nonhuman archers are especially devastating and can wipe out even the most heavily armoured armies off the map without much effort. An tickbox to weaken archers was patched into the game. It is also very possible to have the majority of your force's casualties be caused by ''friendly'' archers who fire into the melee.

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* AnnoyingArrows: Averted, other than heroes and Giants, nothing matches the hitting power of the various archer classes. Both nonhuman archers are especially devastating and can wipe out even the most heavily armoured armies off the map without much effort. An tickbox to weaken archers was patched into the first game. It is also very possible to have the majority of your force's casualties be caused by ''friendly'' archers who fire into the melee.



* ArmorAsHitPoints: The only reason why low-end troops can harm a Knight of the Round Table, is that armour for your Knight only increases their hit points (though usually a huge number) unlike regular units that treat armour as damage reduction.

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* ArmorAsHitPoints: The only reason why low-end troops can harm a Knight of the Round Table, is that armour for your Knight only increases their hit points (though usually by a huge number) amount), unlike regular units that treat armour as damage reduction.



* BlueAndOrangeMorality: As usual the [[TheFairFolk Sidhe]] follow this trope.

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* BlueAndOrangeMorality: As usual usual, the [[TheFairFolk Sidhe]] follow this trope.



* BribingYourWayToVictory: Downplayed, but there are a [=DLC=] for the Arthurian campaign of the first game which allows you to recruit additional troop types (including otherwise unavailable heavy cavalry) and heroes once you reach certain thresholds. Another grants artifacts as rewards if you clear the associated optional quests.

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* BribingYourWayToVictory: Downplayed, but there are is a [=DLC=] for the Arthurian campaign of the first game which allows you to recruit additional troop types (including otherwise unavailable heavy cavalry) and heroes once you reach certain thresholds. Another grants artifacts as rewards if you clear the associated optional quests.



** Unfortunately, knights are only reliable in the front and therefore immediately in combat of Wedge formations. For the other ones...be sure to take a close look at your knight's unit to make sure they'll be fighting whenever you activate skills that are based around themselves.

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** Unfortunately, knights Knights are only reliable in the front and therefore immediately in combat of Wedge formations. For the other ones...be sure to take a close look at your knight's unit to make sure they'll be fighting whenever you activate skills that are based around themselves.



* FoeTossingCharge: Cavalry can gain momentum as they gallop to a location. Momentum is consumed as they reach an enemy unit on the way to try to trample the enemy, immediately causing damage (though also to themselves) and potentially killing lighter infantry. However, momentum is lost from veering off-course or moving up a hill, and dense formations will be more able to hold against the trampling charge more effectively.

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* FoeTossingCharge: Cavalry can gain momentum as they gallop to a location. Momentum is consumed as they reach an enemy unit on unit; the way to try cavalry then tries to trample the enemy, immediately causing damage (though also to themselves) and potentially killing lighter infantry. However, momentum is lost from veering off-course or moving up a hill, and dense formations will be more able to hold against the trampling charge more effectively.



* IAmAHumanitarian: Giants eat human flesh. This act means that honourable Knights of the Round Table will take a hit in their morale if they're forced to work with Giants

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* IAmAHumanitarian: Giants eat human flesh. This act means that honourable Knights of the Round Table will take a hit in their morale if they're forced to work with GiantsGiants.



* LowestCosmicDenominator: Averted. Both Christ and the Tuatha De Dannan are named.
* TheMagicComesBack: What happened when Arthur pulled the sword from the stone, which caused the Sidhe to come back, and various weird things happen all over Britain. This is partly why things are so chaotic.
* MagicStaff: Most of the magic centred heros carry one.

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* LowestCosmicDenominator: Averted. Both Christ and the Tuatha De Dannan Danann are named.
* TheMagicComesBack: What happened when Arthur pulled the sword from the stone, which caused the Sidhe to come back, and various weird things happen stuff happens all over Britain. This is partly why things are so chaotic.
* MagicStaff: Most of the magic centred magic-centred heros carry one.



* OurDragonsAreDifferent: Only in story backgrounds for the first game but showing up in person in the sequel.
* OurGiantsAreBigger: Mostly appear as enemies but several occasions allow you to recuit them.

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* OurDragonsAreDifferent: Only in story backgrounds for the first game game, but showing up in person in the sequel.
* OurGiantsAreBigger: Mostly appear as enemies but several occasions allow you to recuit recruit them.
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*RiskStyleMap: Both games uses this. However, this factor is more significant in the first game, as Strongholds can house buildings which affect the county they are in, as well as surrounding counties.

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* DarkFantasy: The sequel descends wholeheartedly into this at times. The first game was both LighterAndSofter as well as slightly more toned-down concerning the fantasy elements.

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* DarkFantasy: The sequel descends wholeheartedly into this at times. The first game was both LighterAndSofter as well as slightly more toned-down concerning the fantasy elements.elements (e.g. no air units).



* {{Druid}}: Present and accounted for.

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* {{Druid}}: Present and accounted for.for, in the form of heroes.



* FoeTossingCharge: Cavalry can gain momentum as they gallop to a location, consumed as they reach an enemy unit on the way to try to trample the enemy, immediately cause damage (though also to themselves) and potentially kill lighter infantry. However, momentum is lost from veering off-course or moving up a hill, and dense formations will be more able to hold against the trampling charge more effectively.

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* FoeTossingCharge: Cavalry can gain momentum as they gallop to a location, location. Momentum is consumed as they reach an enemy unit on the way to try to trample the enemy, immediately cause causing damage (though also to themselves) and potentially kill killing lighter infantry. However, momentum is lost from veering off-course or moving up a hill, and dense formations will be more able to hold against the trampling charge more effectively.



* GeoEffects: Anything aside from flat ground affect the troops standing on them. Difficult terrain like forests or water slow units down, consume more stamina to run through, and afflict their combat stats (though more to heavy infantry and cavalry than light infantry). The usual logic of what happens when you run up or down a hill applies, with cavalry gaining momentum faster from going down a hill or losing from going up one. If hidden in a forest for at least a minute, units will gain an ambush bonus when the enemy sees them (and the units hopefully start to attack).

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* GeoEffects: Anything aside from flat ground affect the troops standing on them. Difficult terrain like forests or water slow units down, consume more stamina to run through, and afflict decrease their combat stats (though more to (although this affects heavy infantry and cavalry more than light infantry). The usual logic of what happens when you run up or down a hill applies, with cavalry gaining momentum faster from going down a hill or and losing from going up one. If hidden in a forest for at least a minute, units will gain an ambush bonus when the enemy sees them (and the units hopefully start to attack).



* GrimUpNorth: In the original all the land from the Midlands to Hadrian's Wall is covered with the forest of Bedegraine, the dangerous home of the Sidhe. In the sequel, we find out what's above the Wall and it is not pretty...

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* GrimUpNorth: In the original first game, all the land from the Midlands to Hadrian's Wall is covered with the forest of Bedegraine, the dangerous home of the Sidhe. In the sequel, we find out what's above the Wall and it is not pretty...



* IDidWhatIHadToDo: The attitude of most tyrant leaning knights and possibly Arthur himself if you go that way.
* InstantWinCondition: An army's morale going to nothing causes it to immediately lose, no matter how much they outnumber their adversaries. A player can kite an enemy's army or occupy them away from the victory points to win a battle they'd have no chance at otherwise.

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* IDidWhatIHadToDo: The attitude of most tyrant leaning Tyrant-leaning knights and possibly Arthur himself if you go that way.
* InstantWinCondition: An army's morale going dropping to nothing causes it to immediately lose, no matter how much they outnumber their adversaries. A player can kite an enemy's army or occupy distract them away from the victory points to win a battle they'd otherwise have no chance at otherwise.at.



* KnightErrant: The Knights of the Round Table spend the time their not leading armies into battle behaving like this.

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* KnightErrant: The Knights of the Round Table spend the time their they're not leading armies into battle behaving like this.



* TheLegionsOfHell: The Formorians are technically not demons but you'd be hard pressed to tell the difference.

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* TheLegionsOfHell: The Formorians are technically not demons demons, but you'd be hard pressed to tell the difference.



* RoyalsWhoActuallyDoSomething: Not so much Arthur, who mostly just hands out orders via the player's decisons, but King Mark, one of the earlist recuitable heros, is a reliable leader and combatant.

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* RoyalsWhoActuallyDoSomething: Not so much Arthur, who mostly just hands out orders via the player's decisons, decisions, but King Mark, one of the earlist recuitable heros, earliest recruitable heroes, is a reliable leader and combatant.



* SituationalSword: The Excalibur. It can't be used as a weapon and its sole power is to bless a site of arcane power and allow you to build a base for government there. There's less than a handful of these sites, but empowering the Excalibur [[spoiler: enables Arthur to begin recruiting troops and collecting income from the lands under his control.]]

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* SituationalSword: The Excalibur. It can't be used as a weapon and its sole main power is to bless a site of arcane power and allow you to build a base for government there. There's less than a handful of these sites, but empowering the Excalibur [[spoiler: enables Arthur to begin recruiting troops and collecting income from the lands under his control.]]



* ScrewYouElves: Whichever ending you reach you'll be defeating at least one of the Courts of the Sidhe and possibly both.

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* ScrewYouElves: Whichever ending you reach reach, you'll be defeating at least one of the Courts of the Sidhe and possibly both.



** Actually all the Knights are this trope. In the logbook, it explains that all the Knights were normal people but either by prayer, studying magic, finding a magical item or creature they have been touched by the supernatural and empowered according to their talents. That's why the Knights have such incredible stats and powers; there is no CharlesAtlasSuperpower for them.

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** Actually all the Knights are this trope. In the logbook, it explains that all the Knights were normal people people, but either by prayer, studying magic, finding a magical item or creature creature, they have been touched by the supernatural and empowered according to their talents. That's why the Knights have such incredible stats and powers; there is no CharlesAtlasSuperpower for them.



* WeatherOfWar: Weather can changed by skills. Fog, storms, night, or a clear day can be caused. Fog reduces sight, benefits Unseelie units and hampers archers; storms benefit seelie units and greatly hampers archers, knights and heavy infantry; night reduces sight and benefits Unseelie units, and a clear day hampers Unseelie units.

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* WeatherOfWar: Weather can be changed by skills. Fog, skills, creating fog, storms, night, or a clear day can be caused.day. Fog reduces sight, benefits Unseelie units and hampers archers; storms benefit seelie units and greatly hampers archers, knights and heavy infantry; night reduces sight and benefits Unseelie units, and a clear day hampers Unseelie units.

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* SequelDifficultyDrop: For the first game, the Saxons and Welsh campaigns are easier than the Arthurian one, as the Saxons and the Welsh starts with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting positions, the Saxons and the Welsh can easily control ''2'' Strongholds early in their campaigns, and both sides are given armies with veteran units.

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* SequelDifficultyDrop: For the first game, the Saxons and Welsh campaigns are easier than the Arthurian one, as the Saxons and the Welsh starts with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting positions, the Saxons and the Welsh can easily control ''2'' Strongholds early in their campaigns, campaigns (the Welsh has a second Stronghold as a neighbour), and both sides are given start with armies with containing many veteran units.

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* LosingTheTeamSpirit: Rather than individual morale, an army's morale provides an alternate victory condition aside from killing all of them. Both armies have a morale bars which, much like the ticket system in the ''{{VideoGame/Battlefield}}'' series, go down if one side is holding more points and as they take losses. An army's reaching zero causes them to immediately lose.

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* LosingTheTeamSpirit: Rather than individual morale, unit morale (which is the system used in the sequel), an army's morale in the first game provides an alternate victory condition aside from killing all of them. Both armies have a morale bars which, much like the ticket system in the ''{{VideoGame/Battlefield}}'' series, go down if one side is holding more points and as they take losses. An army's reaching zero causes them to immediately lose.



* LowestCosmicDenominator: Averted. Both Christ and the Tuatha De Dannan are all named.
* TheMagicComesBack: What happened when Arthur pulled the sword from the stone, which caused the Sidhe to come back, and various weird things happen all over Britain. This is part of the reason things are so chaotic.

to:

* LowestCosmicDenominator: Averted. Both Christ and the Tuatha De Dannan are all named.
* TheMagicComesBack: What happened when Arthur pulled the sword from the stone, which caused the Sidhe to come back, and various weird things happen all over Britain. This is part of the reason partly why things are so chaotic.



** Actually all the Knights are this trope. In the logbook, it explains that all the Knights were normal people but either by prayer, studying magic, finding a magical item or creature they have been touched by the supernatural and empowered according to their talents. That's why the Knights have such incredible stats and powers, there is no CharlesAtlasSuperpower for them.

to:

** Actually all the Knights are this trope. In the logbook, it explains that all the Knights were normal people but either by prayer, studying magic, finding a magical item or creature they have been touched by the supernatural and empowered according to their talents. That's why the Knights have such incredible stats and powers, powers; there is no CharlesAtlasSuperpower for them.

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''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' [=DLC=] is essentially a skirmish pack (with fixed armies for both sides), which serves as the bridge between the original and the sequel.

to:

''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided by among bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' [=DLC=] is essentially a skirmish pack (with fixed armies for both sides), which serves as the bridge between the original and the sequel.



* SequelDifficultyDrop: For the first game, the Saxons campaign is easier than the Arthurian one, while the Welsh campaign is easier than the Saxons one. This is due to the Saxons and the Welsh starting with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting position, the Welsh can easily control ''2'' Strongholds early in their campaign.

to:

* SequelDifficultyDrop: For the first game, the Saxons campaign is and Welsh campaigns are easier than the Arthurian one, while the Welsh campaign is easier than the Saxons one. This is due to as the Saxons and the Welsh starting starts with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting position, positions, the Saxons and the Welsh can easily control ''2'' Strongholds early in their campaign.campaigns, and both sides are given armies with veteran units.
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* GrimUpNorth: In the original all the land from the Midlands to Hadrian's Wall is covered with the forest of Bedegraine, the dangerous home of the Sidhe. In the sequel we find out what's above the Wall and it is not pretty...

to:

* GrimUpNorth: In the original all the land from the Midlands to Hadrian's Wall is covered with the forest of Bedegraine, the dangerous home of the Sidhe. In the sequel sequel, we find out what's above the Wall and it is not pretty...



* SequelDifficultyDrop: The Saxons campaign is easier than the Arthurian one, while the Welsh campaign is easier than the Saxons one. This is due to the Saxons and the Welsh starting with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting position, the Welsh can easily control ''2'' Strongholds early in their campaign.

to:

* SequelDifficultyDrop: The For the first game, the Saxons campaign is easier than the Arthurian one, while the Welsh campaign is easier than the Saxons one. This is due to the Saxons and the Welsh starting with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting position, the Welsh can easily control ''2'' Strongholds early in their campaign.

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* BribingYourWayToVictory: Downplayed, but there are a [=DLC=] for the main campaign of the first game which allows you to recruit additional troop types (including otherwise unavailable heavy cavalry) and heroes once you reach certain thresholds. Another grants artifacts as rewards if you clear the associated optional quests.

to:

* BribingYourWayToVictory: Downplayed, but there are a [=DLC=] for the main Arthurian campaign of the first game which allows you to recruit additional troop types (including otherwise unavailable heavy cavalry) and heroes once you reach certain thresholds. Another grants artifacts as rewards if you clear the associated optional quests.



*DamnYouMuscleMemory: Unlike other games, you can only allocate skill points for heroes and troops during ''one'' season (winter). Winter is also the only season where you can start construction of buildings and research (although queued up buildings and research will continue to progress throughout the seasons).



* DarkFantasy: The sequel descends wholeheartedly into this at times. The first part was both LighterAndSofter as well as slightly more toned-down concerning the fantasy elements.

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* DarkFantasy: The sequel descends wholeheartedly into this at times. The first part game was both LighterAndSofter as well as slightly more toned-down concerning the fantasy elements.



* ForcedTutorial: The main campaign of the first game has this; you cannot even ''recruit troops'' until you [[spoiler:meet the Lady of the Lake and restore Excalibur]], and you cannot build new structures or conduct research until you [[spoiler: conquer a stronghold]].

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* ForcedTutorial: The main Arthurian campaign of the first game has this; you cannot even ''recruit troops'' troops and collect income'' until you [[spoiler:meet the Lady of the Lake and restore Excalibur]], and you cannot build new structures or structures, conduct research or ''set tax rates'' until you [[spoiler: conquer a stronghold]].Stronghold]].



* HappilyAdopted: Arthur by Sir Ector, as in the myth. Ector himself acts as your advisor throughout the first game and Arthur's foster brother Kay is your first hero.
* HellGate: [[spoiler: The Samhain gate. Also the Formorian's gates.]]

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* HappilyAdopted: Arthur by Sir Ector, as in the myth. Ector himself acts as your advisor throughout the first game Arthurian campaign and Arthur's foster brother Kay is your Arthur's first hero.
* HellGate: [[spoiler: The Samhain gate. Also the Formorian's Formorians' gates.]]



* KnightTemplar: Some heros are over zealous.
* TheLegionsOfHell: The Formorians are technicaly not demons but you'd be hard pressed to tell the difference.

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* KnightTemplar: Some heros heroes are over zealous.
zealous, and may cause problems if they rule over fiefdoms which are not of their religious alignment.
* TheLegionsOfHell: The Formorians are technicaly technically not demons but you'd be hard pressed to tell the difference.



* OurDragonsAreDifferent: Only in story backgrounds in the first game but showing up in person in the sequel.

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* OurDragonsAreDifferent: Only in story backgrounds in for the first game but showing up in person in the sequel.

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* SituationalSword: The Excalibur. It can't be used as a weapon and its sole power is to bless a site of arcane power and allow you to build a base for government there. There's less than a handful of these sites, so the Excalibur is essentially worthless from a gameplay perspective.

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* SequelDifficultyDrop: The Saxons campaign is easier than the Arthurian one, while the Welsh campaign is easier than the Saxons one. This is due to the Saxons and the Welsh starting with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting position, the Welsh can easily control ''2'' Strongholds early in their campaign.
* SituationalSword: The Excalibur. It can't be used as a weapon and its sole power is to bless a site of arcane power and allow you to build a base for government there. There's less than a handful of these sites, so but empowering the Excalibur is essentially worthless [[spoiler: enables Arthur to begin recruiting troops and collecting income from a gameplay perspective.the lands under his control.]]

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''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' [=DLC=] is essentially a skirmish pack, which serves as the bridge between the original and the sequel.

to:

''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' [=DLC=] is essentially a skirmish pack, pack (with fixed armies for both sides), which serves as the bridge between the original and the sequel.

Changed: 326

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''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign.

to:

''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in a Britain divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay of the main campaign more strongly favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord. However, the 2 [=DLC=] campaigns (featuring the Saxons and the Welsh respectively) offer a "sand-box" experience, along with some gameplay changes as compared to the main campaign.
campaign. The first game also offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other. The ''Fallen Champions'' [=DLC=] is essentially a skirmish pack, which serves as the bridge between the original and the sequel.



It has a sequel, which has Arthur becoming gravely wounded in a magical attack, and his son-cum-heir has to re-unite the kingdoms and deal with supernatural threats, the Fomorians. The sequel also has a [=DLC=] campaign featuring a version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]]. The sequel also no longer offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other.

to:

It has a sequel, which has Arthur becoming gravely wounded in a magical attack, and his son-cum-heir has to re-unite the kingdoms and deal with supernatural threats, the Fomorians. The sequel also has a [=DLC=] campaign featuring a version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]]. The sequel also no longer offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other.skirmishes.

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* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post Roman Britain, we have units called "Crusaders" centuries before the First Crusade (although they are a shorthand, Irish gods being worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.

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* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post Roman Britain, we have units called "Crusaders" centuries before the First Crusade (although they are ([[RuleOfCool although the name does make a shorthand, cool shorthand for "Christian warriors"]]), Irish gods being worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.

Changed: 130

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It has a sequel, which has Arthur becoming gravely wounded in a magical attack, and his son-cum-heir has to re-unite the kingdoms and deal with supernatural threats, the Fomorians. The sequel also has a [=DLC=] campaign featuring a version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]].

to:

It has a sequel, which has Arthur becoming gravely wounded in a magical attack, and his son-cum-heir has to re-unite the kingdoms and deal with supernatural threats, the Fomorians. The sequel also has a [=DLC=] campaign featuring a version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]]. The sequel also no longer offers multiplayer skirmishes, where 2 players can craft their own armies and fight against each other.

Changed: 48

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* BribingYourWayToVictory: Downplayed, but there are a [=DLC=] for the main campaign of the first game which allows you to recruit additional troop types and heroes once you reach certain thresholds. Another grants artifacts as rewards if you clear the associated optional quests.

to:

* BribingYourWayToVictory: Downplayed, but there are a [=DLC=] for the main campaign of the first game which allows you to recruit additional troop types (including otherwise unavailable heavy cavalry) and heroes once you reach certain thresholds. Another grants artifacts as rewards if you clear the associated optional quests.

Changed: 245

Is there an issue? Send a MessageReason:
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* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post Roman Britain, we have units called "Crusaders" centuries before the First Crusade, Irish gods being worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.
** In particular, religion, as the game has the Welsh as pagans and the invading Saxons as Christians, in complete reversal of what was the case historically.

to:

* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post Roman Britain, we have units called "Crusaders" centuries before the First Crusade, Crusade (although they are a shorthand, Irish gods being worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.
** In particular, religion, as religion: besides Christian Saxons, the game also has the Welsh as pagans and the invading Saxons as Christians, in pagans; both are complete reversal reversals of what was the case historically.



* AnnoyingArrows: Averted, other than heroes and Giants, nothing matches the hitting power of the various archer classes. Both nonhuman archers are especially devastating and can wipe out even the most heavily armoured armies off the map without much effort. An tickbox to weaken archers was patched into the game.

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* AnnoyingArrows: Averted, other than heroes and Giants, nothing matches the hitting power of the various archer classes. Both nonhuman archers are especially devastating and can wipe out even the most heavily armoured armies off the map without much effort. An tickbox to weaken archers was patched into the game. It is also very possible to have the majority of your force's casualties be caused by ''friendly'' archers who fire into the melee.

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* SavageWolves: Wargs are a not uncommon troop type to face in the Orkney/Viking armies.
* SealedEvilInACan: In the sequel the Formorians in general and particularly Balor.

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* SavageWolves: Wargs are a not an uncommon troop type to face in fight against while facing the Orkney/Viking armies.
* SealedEvilInACan: In the sequel sequel, the Formorians in general and particularly Balor.



** This is also significantly affected by how lighter units are less affected by [[GeoEffects difficult or rough terrain]] while heavier units' sheer stats do best in open terrain (The scale goes from light infantry, spearmen, light cavalry, heavy infantry, knights by the degree they get hampered by terrain). Scrubland or forests provide cover against archers' fire, making them places archers not want to be around.

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** This is also significantly affected by how lighter units are less affected by [[GeoEffects difficult or rough terrain]] while heavier units' sheer stats do best in open terrain (The scale goes from light infantry, spearmen, light cavalry, heavy infantry, knights by the degree they get hampered by terrain). Scrubland or forests provide cover against archers' fire, making them places where archers do not want to be around.

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* BlackKnight: A few.

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* BlackKnight: A few.few, especially those who lean heavily towards Tyrant on the morality scale.

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