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Gihren no Yabou (Gihren's Ambition), commonly known as Gihren's Greed, is a turn-based strategy game set in the Universal Century timeline of the Gundam franchise. It is based political and military management to the One Year War (and in later games, beyond). In a way, it is like Civilization and Hearts of Iron, but simpler to manage, and more difficult. This series is quite popular on 4chan's /m/board, with threads popping up every now and then.

The first game, Gihren's Greed, was released in 1998 for the Sega Saturn, the game follows the path of either The Earth Federation or Principality of Zeon throughout the One Year War. The player has 150 turns to defeat the opposing side with either a scenario victory or a complete victory. If you meet certain requirements, you can unlock factions such as the Titans and Char's Neo Zeon (though they do not have access to post-OYW units for obvious reasons) as well as Kycilia's "Legitimate Zeon".


The second game, Gihren's Greed: Blood of Zeon, was released in 2000 for the Sega Dreamcast and Sony PlayStation. It added a complex political system to the game, the player can now improve relations with various third parties and get rewards(ie: Enemy mobile suits) and create ceasefires and treaties with their enemies. It added more characters from various Gundam OVAs and stretched the timeline to the Gryps Conflict of Zeta Gundam as well as adding Axis as a faction. The map system was also updated, with battles taking place now on separate "battle maps". It was ported to the PSP in 2005.

The third game, Gihren's Greed: War for Zeon Independence, adds an updated map system, political system and military system, several new characters, an updated spying system and Mobile Suits from MSV. The battles are fought in full 3D, unlike previous titles in the series. However, it only includes mobile suits and characters from the One Year War, and does not go beyond that timeframe. It does not include bonus factions, but it allows the player to create his own faction and choose such options as a leader (or creating his own leader), their base of operations, which captains and pilots to start with, which technology group their faction is in and what units the player starts with.


The fourth game, Gihren's Greed: The Menace of Axis, restores many of the features missing in the last game and returns the battles to 2D, instead of 3D. The timeline is stretched to include the events of Gundam ZZ and Char's Counterattack, Factions featured in "Blood of Zeon" also make an reappearance. However it removes the ability to create your own faction as well as the diplomacy system, replacing it with the Alignment System. This game contained EVERY single Gundam protagonist and antagonist, that piloted a mobile suit or was on a warship. Units from Char's Counterattack, MsIgloo, Hathaway's Flash and many more are included—there are said to be roughly 400 MS/MA featured in this version of the video game. A major feature that was taken out were Event scenes having animation: instead there are more than 400 still scenes created in collaboration with Sunrise to represent important events as portrayed in previous titles.

The latest in the series is New Gihren's Greed. Essentially a remake of the original game, it was released on the PSP in 2011, including among others updated attack scenes, a new anime opening and characters from Gundam Unicorn. It differed from earlier series in two significant ways: 1) units are now individuals instead of being produced in teams of three or five, which additionally could be grouped into stacks of 5 units as opposed to three in the past (so now a player could have a group made up of 2 GMs and 3 Balls instead of a group made up of 2 squads of 3 GMs each and 1 squad of 3 Balls), and 2) the player plays as certain characters (besides Gihren and Revil, Amuro, Char, Ramba Ral and Dozle are selectable). Rank affects what units and resources are available to the player (for example, Amuro is a mere sergeant and can only command a small squad, and even at his highest possible rank may only command a single ship or two while someone like Dozle or Tianamen, both much higher ranked, can command entire fleets).

The series is not available for purchase in western countries.

This game presents examples of the following tropes:

  • Ace Custom: As this is a Gundam game, this appears quite often. One of the big draws of the series is that the player can develop ace customs that certain pilots never had in the canon, such as Ramba Ral receiving a customised Dom and Gelgoog (he died in battle before the Gelgoog was even developed) and Char piloting his own custom Gundam.
  • Adaptational Badass: Garma Zabi is a bit of an Upper-Class Twit in the anime. If he rebels against Gihren or Char to form Reborn Zeon, he becomes one of Gihren's most dangerous adversaries, and wins the loyalty of his older brother Dozle to boot.
  • Adaptational Jerkass: Captain Bask Om is much worse in The Menace of Axis V than he was in Mobile Suit Zeta Gundam, as he has more crimes to his name such as him being the one to blow up Jaburo if he gets the chance and overthrowing and executing Jamitov if he isn't deposed by the end of the campaign, which is followed up with a war on the Jupiter colonies and the Earth Sphere being thrown in chaos.
  • All in the Manual: Outside of characters who actually appear in animated adaptations, many characters only have details told about them in their encyclopedia bios. For example, Thomas Kurtz and Lydo Wolf have almost never appeared in manga, despite both being ace pilots with highly identifiable Ace Custom machines.
  • Alternative Calendar: The Universal Century
  • Alternate History: Since all of the leaders of the playable factions die in canon, and their canon deaths lead to a Game Over, this game is focused on this trope as they have to survive their canon deaths, as well as several What If? scenarios for each side.
    • This goes into the technical side as well. As the supreme commander, you also make the decisions of what Mobile Suits get the nod for R&D, further developing Super Prototype suits that the characters bemoaned the lost potential of.
    • Even some of the post-OYW scenarios have shades of this. Delaz fleet scenario has the Federation in a Civil War with the Titans and Char's Neo Zeon scenario has Revil still alive by UC 0093
  • Always Chaotic Evil: Averted; any faction can be played as Lawful or Chaotic. Yes, this means that Gihren Zabi can be played as a noble leader of his people (and gets a special ending for it), though this is much more difficult for the Principality to do than it is for other factions (among other things, it's very difficult for the Principality of Zeon to capture Jaburo without resorting to Operation British II). Overall, the game tries to encourage behavior in line with your faction's canonical ethics (Zeon and the Titans have a lot more faction-specific ethical violations than the EF or AEUG), but doesn't hold you to them.
  • Always Lawful Good: Averted. See above.
  • Anyone Can Die: The encyclopedia entries of several characters end with them dying in battle at A'Baoa'Qu, which is what one would expect to happen when you have numerous ace pilots in their customised MS all gathered in one place. Among the casualties are Thomas Kurtz of the Chimera Unit (Zeon's Badass Crew of aces) and the Federal ace Dancing Black Death Lydo Wolf. Johnny Ridden is listed as MIA and presumed dead (though later material confirms he survived).
  • Awesome, yet Impractical: As powerful as the Super Prototype units were in their respective eras, just how horrendously expensive they were is reflected in their in-game costs. Sure, you could try to manufacture as many RX-78 Gundams as your budget can afford, but you may want to wait for the humble GM Mooks and their variants instead; less flashy, sure, but far more practical.
    • While the Federation has far more resources than Zeon, trying to mass-produce a fleet of extremely expensive state-of-the-art Pegasus carriers and RX-78 Gundams will quickly eat through those reserves. Building modified Salamis and Magellan warships and the much cheaper GMs? Far more cost effective.
  • Bittersweet Ending: AEUG, if you fail to stop Char from forming Neo Zeon. It is revealed that Blex becomes a leader within the Earth Federation government, but faces an uphill battle to reform the government with so many corrupt officials obstructing greater autonomy for the Colonies.
  • Boring, but Practical: Most mass-production, or even limited mass-production MS fall under this. It might be tempting to manufacture as many Super Prototypes as possible, but that isn't always cost-effective. A Gundam takes several turns to produce compared to a single turn for a GM, and Amuro in a GM is still Amuro Ray.
  • Break Out the Museum Piece: This is sometimes a necessity when a player suddenly finds that a story event dumps an enemy force smack dab behind his lines, leading to desperate attempts to scrape together whatever forces are available until reinforcements arrive. A particularly galling example is if a Federation player is successful enough to drive Zeon completely off Earth and has moved most forces into space, only for the story event Invasion of Jaburo (from the original Gundam series) to occur. If the defenses at Jaburo fail to repel this invasion, it's game over.
    • This is also played straight when nothing in the current era suits the situation. During the Axis War portion of Menace of Axis, Axis forces include the amphibious MS Kapool. Federation MS of the era like GMIIIs are not amphibious and can only fight them by using flying sleds to fire at them from above. The closest thing the Feddies have to mass-produced amphibious MS are Aqua GMs, which would've been developed way back during the One Year War era.
  • Butt-Monkey: Poor Johnny Ridden is constantly getting mistaken for Char, even by allies. The worst part is that Char himself is actually quite respectful of Johnny, complimenting him on his skills.
  • Civil War: It's Gundam, so factions can split for a variety of reasons. This is usually linked to your Karma Meter; if kept high, many of the commanders who would otherwise turn on you will remain loyal instead.
    • The Delaz Fleet scenario has a Federation civil war between the Federation forces and the Titans.
    • The second half of the Earth Federation scenario has the formation of both the Titans and the AEUG, with General Revil and the Earth Federation Forces as a whole caught in the middle. Eventually, Revil has to take a side and deal with the fallout.
  • Colony Drop: In addition to Operation British, it's possible for Gihren to pursue a second attempt using Side 7, at Delaz and Gato's suggestion. Should Zeon opt for it, not only does it succeed in targeting Jaburo, but makes the ensuing assault a Curb-Stomp Battle.
  • Cool Old Guy: Several on the Federal and Zeon sides, such as Paolo Cassius (original captain of the White Base), Gadem (who tried to fight the Gundam with a Zaku I), Ramba Ral and General Revil.
  • Crippling Overspecialisation: A major problem with most of Zeon's One Year War units. The Zaku II C-type (which they start out with) can be refined into the Zaku II F or the Zaku II J. The F-type works best in space, but can barely function on Earth. Meanwhile, the J-type is specialised for ground combat, but cannot be deployed in space. You have to spend resources and money to modify them if you want to, say, bring your J-types to join a battle in space.
    • Several of Zeon's latter One Year War units still have this problem. The Goufs and Doms can only operate on Earth (though Doms can be modified into space-faring Rick Doms), while the High-Mobility Zakus are space-use only.
    • Transport aircraft like the Medea, Fat Uncle and Garuda-class can carry lots of MS and move quickly in the atmosphere, but they have virtually no use as combat units and are totally unusable once the main battlefields move to space.
    • Virtually all aquatic MS and units (e.g. submarines) are totally useless once most battles shift to space.
  • Dance Battler: Federal Forces ace pilot Lydo Wolf apparently fights like this, as he became an ace pilot using nothing more than a Saberfish (an aerospace fighter). When he becomes a mobile suit pilot, he prefers fast, lightweight machines. His nickname is even Dancing Black Death.
    • The GM Light Armour has this as its primary advantage, as its armour is stripped down to improve agility and speed.
  • Defector from Decadence: If Gihren proves to be evil enough, Garma and Dozle may rebel against him, along with many of the more heroic Zeon pilots.
  • Easy Logistics: Averted.
    • In battle, not maintaining a steady supply chain can easily lead to an advance grinding to a halt due to lack of fuel and ammunition.
    • This is why the Zeon colony drop operations must succeed in taking at least two strongholds as soon as possible: the HL Vs used to enter Earth's atmosphere just aren't designed to resupply your MS.
  • Emergency Trainee Battle Deployment: Can be invoked by the Federation in some games if the One Year War portion of the game goes on for too long. This results in characters like Kou Uraki to appear (Kou being a rookie in Mobile Suit Gundam 0083: Stardust Memory).
  • Enemy Mine: If you get the bad Zeon ending in Blood of Zeon for the PS1, Part 2 opens with Gihren joining forces with Revil and the AEUG forming an alliance fighting against the Titans, who has seized control of the Earth Federation and most of Earth through a coup d'etat
  • Enemy Civil War: It's very much possible, including Zeon.
  • Everyone Has Standards: If the "M'Quve launches nukes during the defense of Odessa" event occurs, the Zeon player has the option of imprisoning him for breaking the Antarctic Treaty (which forbids use of weapons of mass destruction like poison gas and nuclear weapons). Should the player decline to do so, then there is generally a huge drop in law and order, as this is a blatant disregarding of the agreed upon rules of war.
  • Heel–Face Turn: Many, but most notably, if the AEUG maintains perfect alignment throughout the game, Quattro will remain with the AEUG and not turn against the Earth.
  • Instant-Win Condition: If an invader successfully takes all the strongpoints on a battlefield, then they instantly win and all defending units are destroyed (presumably as they try to retreat). This can even happen if, say, an invading force only has a single badly-damaged unit left while the defender's swarms of reinforcements have just arrived.
  • Face–Heel Turn: When playing as the Federation, members of the Albion crew will join the Titans as in canon, and will disappear completely after the Titans are defeated, presumably killed in battle. The ones who don't are Captain Synapse, South Burning, and Kou Uraki and Chuck Keith. In canon, Synapse was executed as part of a cover up, while South Burning died in action (and is the reason his teammates develop an even more powerful hatred of Spacenoids than before).
  • Fix Fic: For every faction that you play as. You can prevent the canon deaths of certain characters and avert disasters that impact your faction negatively.
  • For Want of a Nail: This series makes it clear that Ramba Ral would've defeated and captured the White Base if the Doms he'd been promised had been delivered on schedule by M'Quve without trickery (as the player can make M'Quve do.) There are similar occurrences throughout the series, such as giving Ginias Sahalin full support means he doesn't go insane from the stress, and deciding to let the White Base remain part of the main Federal Forces (as opposed to functioning as an independently operating self-contained unit) prevents the deaths of several characters such as Matilda, Woody and Ryu Jose.
  • Four-Star Badass:
    • Played with. Generally pilot characters like Amuro, Char and so on only go up so high the military totem pole (at max level, for example, Amuro is still outranked by people like Kojima or Synapse).
    • Averted in Shin Gihren's Greed, when the player character can reach high enough rank that the only one who is higher up is the actual supreme commander. So, for example, Amuro can end the war ranked Lieutenant General, just after General Revil himself.
  • Fragile Flyer:
    • Gouf Flight Types are quite fragile in the air. In fact, in a clash between Gouf Flight Types and dedicated air-to-air combat aircraft like Core Booster IIs, there's a reasonably good chance it will end in a Mutual Kill.
    • Many land-based Mobile Suits (especially in the Gryps War era onwards) can be equipped with flying sleds to grant them flight capabilities on Earth. This is vital, as otherwise they have no other way to cross bodies of water like lakes or oceans (besides boarding a mothership). However, they are noticeably more fragile than when they're on the ground, with the implication that the enemy is simply shooting down the sled and letting gravity do the rest. This is true even of Ace Custom Mobile Suits.
    • During the One Year War era, when the majority of the fighting is concentrated on Earth, both sides have to choose whether to move their forces using transport aircraft (the Medea and its upgrade the Medea Kai for the Earth Federation, the Fat Uncle and Gaw Attack Carrier for the Principality of Zeon) or land battleships (the Big Tray for the Federals or the Dobaday for Zeon). The transport aircraft naturally have far more range, but are also much more vulnerable to concentrated enemy fire. The Federals have an advantage in this area, since they have a variety of aircraft including dedicated air-to-air combat aircraft that can swarm and bring down even a Gaw Attack Carrier by sheer weight of numbers.
    • The Garuda-class aircraft are the best airborne transport aircraft in the game, developed during the Gryps War era. They have incredible range, can carry a small army, and are reasonably well-armed with mega particle cannons (meaning that they can put up a fight against even Mobile Suits on flying sleds). However, despite having a huge HP pool (1000 HP compared to the 180 of the Medea), they can and will go down under concentrated enemy fire thanks to their armor rating being far less than dedicated warships like the Neue Argama. They have no land-based counterpart, but the Big Tray and Dobaday of the One Year War era are still viable in that role despite being obsolete.
  • Frontline General: Any highly ranked officer can serve on the front lines, no matter how much they whine or complain when forced into battle. Played straight with some characters like Dozle and Garma Zabi (who both have customised Zakus), but most high-ranking officers will likely be assigned to warships that often have a support role and so generally don't get involved with close quarters combat.
  • Glass Cannon: The GM Light Armour is a GM with most of the armour removed to improve its speed, reaction time and agility. It's also equipped with a powerful beam gun (as opposed to the GM's beam spray gun). However, the trade-off is how fragile it is.
  • Golden Ending: The max alignment ending is generally seen as the Golden Ending for the faction that one plays as.
  • Guide Dang It!: Can sometimes happen to a player who isn't well-versed in the Gundam series. Oh, a scientist has developed a new Mobile Armour that could attack Jaburo? Sure, let's approve it. What? It's Ginias Sakhalin? Oh dear....
    • Another example from Axis no Kyoui V: Haman's subordinate Glemmy Toto asks for permission to pursue the Argama. If approved, he later requests permission to create a Newtype brigade to battle the Argama's Gundam Team. Should that be approved, he reports success and the player gains a team of powerful Newtypes, including Ple, Ple 2 and the Ple Clones. Then, when AEUG launches a desperate strike against Axis itself, Glemmy offers to intercept them. Since he's been reliable, approved. Then he betrays Haman, and the events of Gundam ZZ's finale (which culminates in the death of Haman and Axis' defeat) play out.
  • Guy in Back: Because of limitations of the assignment system, this is completely averted. Only one named character can be assigned to a unit, whether that unit be a single-seated fighter plane or a massive warship. While this makes sense in the case of, say, Eledor from 08th MS Team being alone in a hovertruck, it much weirder to have Bright, Mirai, Frau and Job John all in charge of individual warships when the three latter characters were Bridge Bunnies under Bright's command.
  • Hero of Another Story: Invoked when special operations are offered. Since these operations are basically the storyline of various Universal Century works, the involved characters are removed from player control and the player may get reports on what they get up to (e.g. if a Federation player allows the story events of the 08th MS Team proceed, eventually there will be a report that the prototype MA Apsaras has been destroyed but team leader Shiro Amada is missing in action).
  • Humongous Mecha: As a Gundam game, this is to be expected.
  • In Name Only: Some MS designated Gundams are clearly inferior to the original RX-78-2. The stats of the Ground Combat Gundam, for example, are only slightly better than the Ground Combat GMs (in-story, the Ground Combat Gundams are basically improved Ground Combat GMs with Gundam-style heads). Likewise, the Aqua Gundam is basically an improved Aqua GM with a Gundam-style head.
    • Some variant Gundams do exist, however. The Gundam Pixie is much weaker than the RX-78-2 and only armed with machine guns and beam daggers (as opposed to the Gundam's beam rifle and beam sabers), but that's because the Pixie was designed as a simplified model for limited mass-production. The Pixie is still superior to most GM variants of the One Year War.
  • In Spite of a Nail:
    • In the Principality of Zeon campaign, after the Principality defeats the Earth Federation, the Gryps Conflict still plays out on schedule, and the Titans, AEUG, Axis Zeon, and later Neo-Zeon all form as enemies of Gihren Zabi, despite the situation being radically different from the canonical history. As an example, in canon the Titans are formed by the Earth Federation in response to the partial success of the Delaz Fleet. However, the Delaz Fleet were Zeon Remnants who refused to give up following the Principality's defeat. If the Principality wins... the Delaz Fleet simply wouldn't have formed in the first place and likewise the Titans wouldn't exist either.
    • One possible defeat scenario has the events of Mobile Suit Zeta Gundam happening earlier and being much more widespread. This only happens though if Gihren Zabi survives the end of the war and escapes with the Delaz Fleet to Axis.
    • Another example is in Menace of Axis V, where the crew of the Albion join the Titans as in canon... and continue to serve under the Titans if you play as a Federation player and oppose them. This is especially jarring when Captain Synapse, Kou Uraki, Chuck Keith and South Burning stay loyal to the Federation, while many of their comrades switch sides. South Burning's case is especially confusing, since the other three MS pilots are his old comrades and they were a close-knit team. In canon, Burning's death is their Start of Darkness.
  • Jack of All Stats: The biggest advantage the Federation has over Zeon in terms of their mobile suits. The GM isn't as powerful as the Dom or the Gelgoog, but they're much cheaper and can fight in any terrain except the water. In comparison, a Dom would have to be modified for space use before being usable in space, while a Rick Dom would have to be modified for terrestrial combat before it can be deployed on Earth.
  • Jousting Lance: While the original carried a Royal Rapier-style beam sword, most of the Gyan variations from this series wield beam lances supplimented by shields packed with weapons.
  • Karma Meter: The alignment system in the most recent game.
  • Lensman Arms Race: There will almost certainly come a point where a player's best pilot in the best available MS will be hard-pressed by the enemy's grunt suits. This is especially true of when a new enemy appears (for example, if Amuro is still piloting the RX-78-2 during the Delaz Fleet crisis of 0083, the Gelgoog Marine grunts of the Delaz Fleet are at least as powerful as the original Gundam and come in groups of three). This encourages players to always keep researching new tech so that they don't get outmatched by newer machines.
  • Majorly Awesome: Several characters can reach this rank, while some others start as majors and can get promoted higher up.
  • Modern Major General: Players can invoke this. For example, Ginias Sahalin is a master engineer, but he can be put in command of a Dobdai land battleship.
  • My God, What Have I Done?: It's revealed that Shiro Amada's colony was gassed by Cima Garahau, who subsequently suffers a mental breakdown upon realizing what she just did. Which also helps explain some of her actions in Mobile Suit Gundam 0083 Stardust Memory.
  • Mythology Gag: A lot for the Universal Century, by the very nature of the series. One example refers to the Unicorn Gundam originally being made for Amuro in mind. Depending on how the game unfolds, that's actually possible.
    • Others come in the form of dialogue, such as Captain Paolo Cassius getting a variation of his "It's Char, the Red Comet! Run!" line for several other Zeon aces (e.g. "It's Shin Matsunaga, the White Wolf! Run!", "It's Ramba Ral, the Blue Nova! Run!" and so on). Likewise, Ramba Ral gets variations of his "This is no Zaku, boy! No Zaku!" when piloting a Dom ("This is not a Gouf! Not a Gouf!") or a Gelgoog/Gyan ("This is not a Dom! Not a Dom!").
    • Some of the cutscenes combine this with Call-Forward as well, and in the One Year War scenarios in particular. Whether it's a passing cameo appearance of Reccoa Londe seeing marching Zeon soldiers or Jamitov Hymem beginning his schemes.
    • One possible ending for Bright Noa is him and Mirai setting up their own restaurant after he retires from service. This is pretty much what happens to him in the Bittersweet Ending of Hathaway's Flash.
  • The Neidermeyer: Several characters, naturally. However, players have the option of simply not using them, thus ensuring they never get a chance to be promoted.
  • No Campaign for the Wicked: Depending on the game. Normally you can play as either Federation or Zeon, or as any of the AEUG, Titans or Axis Zeon in the Zeta era. However, in some games Char Aznable's Neo-Zeon, Scirocco's Titans, and most other factions are unlockable and do not have full campaigns.
  • No Plans, No Prototype, No Backup: Averted. While certain Mobile Suits and Mobile Armours are discontinued in the canon for various reasons (e.g. the Big Zam uses up energy quickly, numerous Super Prototype machines are prohibitively expensive to mass-produce), there's nothing preventing the player from making multiples of unique units (except the cost). Want to send Amuro, Sayla, Kai and Hayato into battle in a squad of Gundam Alexes? Go right ahead! Even machines that are specifically one-of-a-kind like the Blue Destiny can be mass-produced.
    • Played straight with custom units which can only be built by placing an ace pilot into an MS and customising it. Anavel Gato and Char's custom Rick Dom I Is come with powerful beam cannons, but if the Zeon player has reached a point where both of them are no longer available and the unit is destroyed, there's no way to make a new one.
  • Non-Standard Game Over: Many special endings occur due to making the wrong decision in the event trees. In fact, every historical event path is this, as with in the Zeon campaign, Kycilia Zabi executing Gihren for patricide. That's because all of the faction leaders canonically die.
  • Oddball in the Series: War for Zeon Independence had a lot of creative ideas that didn't really pan out, most notably the create-a-faction and the 3D battle system. Shin Gihren's Greed for the PSP had a DLC system along with a system that focuses specifically on the storyline of various pilots that also seem to be going nowhere.
  • Old Soldier: Several. Paolo Cassius from the Federation and Gadem from Zeon are examples.
  • Original Generation: The series features quite a few original mobile suits; for example, if you choose to mass produce the Gyan instead of the Gelgoog, it can be developed into new model that parallel the Gelgoog's development from canon, including the Gyan Marine and Krieger (analogous to the Gelgoog Marine and Jaeger respectively). This also includes Ace Custom versions for pilots like Char and Gato.
    • The GM Commander custom (easily identifiable due to the fact it has two beam sabers instead of one like the regular G Ms) is another example of a unit introduced by the series.
  • Overshadowed by Awesome: Due to the large cast, it's inevitable that some characters are just markedly superior to others. As an example, Bernie at maximum level will likely only be as good as Char at his lowest level.
  • Peggy Sue/Set Right What Once Went Wrong‎: The games can come off this way, since a Gundam fan playing the game has knowledge that they couldn't possibly have In-Universe. For example, a Zeon player can choose to pull Ghinias Sahalin off the Apsaras Project before his dementia leads to the entire thing ending in disaster as in The 08th MS Team.
  • Reasonable Authority Figure: Johann Revil gets special mention here. If he survives the One Year War, he is capable of bringing the AEUG back into the Federation with a high Alignment, triggering a rebellion by the Titans.
  • Red Baron: Several pilots have their own nicknames and customised suits. The most famous is of course The Red Comet Char Aznable, but you also have the Blue Nova Ramba Ral, the Crimson Lightning Johnny Ridden, the White Wolf Shin Matsunaga and the Nightmare of Solomon Anavel Gato. The Federals get a few too, such as White Devil Amuro Ray and Lydo Wolf, the Dancing Black Death.
  • Reporting Names: Played with. When a new or unidentified unit appears, it is given one of these. Once espionage is able to find out the machine's actual name and designation, the proper name is then used. In some games such as Menace of Axis, even once enemy machine's ids have been discovered they still need to be positively identified on the battlefield (especially if there are multiple variants such as the various versions of Zakus, GMs and so on).
    • To illustrate, Doms will be given the name "Skirts" when first encountered. Once espionage discovers the proper name, then MS-09 Dom will be used instead. However, on the battlefield it is only possible to id a machine as a Dom and actual contact is needed to confirm whether it's a regular Dom, Dom Tropen, Tropical Dom and so on.
  • Screw This, I'm Outta Here: If you choose to continue researching Cyber Newtypes against Zero Murasame's will, he'll take Leila Raymond and disappear off the face of the war entirely.
  • Shout-Out: The observant player can see that the series' title, Gihren no Yabou, is a play on the strategy series Nobunaga no Yabou. The english translated titles play with this with Gihren no Yabou by using an alliterative synonym (substituting "ambition" for "greed.")
  • Skippable Boss: Char's Neo-Zeon can be skipped in the AEUG scenario if you end both the Zeta Gundam and Gundam ZZ arcs with a perfectly lawful Karma Meter.
  • Tactical Superweapon Unit: Some Mobile Suits and Mobile Armours act as Super Units, costing significantly more resources and time to build. However, reflecting the Lensman Arms Race that is a big part of the series, as time goes on even regular grunt units can become capable of matching earlier Super Units, encouraging the player to advance their technology to keep up. In addition, depending on the game, there might even be a hard cap on how many of the unit the player can produce note . A few examples include:
    • The RX-78-2 Gundam, the one the entire franchise is named for, is the most famous example. Compared to virtually every other unit of the One Year War era, the RX-78-2 can fight in every environment (i.e. space, land, underwater). While the RX-78-3 (aka G3 Gundam) can also do the same, the RX-78-2 has the added advantage of swapping between the energy-based beam rifle and the solid ammo-based Hyper Bazooka, giving it more flexibility when faced with enemies equipped with anti-beam defenses. It's also incredibly expensive and takes a long time to construct, generally taking multiple turns compared to the single turn needed for the humble GM. In addition, only skilled pilots can utilise it to its full potential: without a named pilot it's just a somewhat tougher MS, while at the hands of someone like Amuro Ray or Lydo Wolf it's fully capable of taking down full squads of enemy Mobile Suits single-handed.
    • The Mobile Armour Byg Zam was specifically designed to repel fleets, and it does that job well thanks to its anti-beam I-field making it completely immune to beam attacks (which are the main weapons of nearly all warships). While it's possible to whittle away at its health with close quarters attacks by GMs and their beam sabers backed by barrages by Balls and their cannons, it's actually more effective to go for its Achilles' Heel: it's so energy intensive that if it's cut off from supplies it will grind to a halt, allowing the player to assault it with impunity. As long as it's well-supplied, however (e.g. it's situated on a location's main base, meaning it will always recover health and energy each turn), it becomes a lot more difficult to bring down.
    • From Menace of Axis, the Quebeley. Equipped with funnels, beam weapons built into the hands, with high mobility and evasion, at the hands of a sufficiently powerful Newtype pilot like Haman Khan it's easily able to wipe out dozens of enemy MS solo and tank assaults from entire fleets thanks to its agility. In comparison, the Mass-Production Quebeleys are far cheaper, but also far less powerful.
  • Tank Goodness: The Federation initally relies on tanks and conventional weapons for its ground forces, if just because the Feddies don't have mobile suits on hand. At least until Project V gets into gear.
    • Zeon's Hidolfur (from MS Igloo) can transform into a tank mode, giving it better mobility on the ground.
  • The Starscream: Ubiquitous; this is Gundam, after all, and every villain faction has someone scheming for the top villain's slot. Paptimus Scirocco to the Titans, Kycilia Zabi and later Haman Khan to the Principality of Zeon, and Glemmy Toto to Axis Zeon. And Char's loyalties are as mercurial as ever.
  • The Battle Didn't Count: Averting the hell out of this trope is pretty much the entire point of the Mobile Suit Gundam: Gihren's Greed games. Killing named characters before or after the point they were supposed to die in the original series can change the way the entire story progresses, creating any number of Alternate Histories of the Universal Century timeline.
    • Up to and including the survival of Gihren Zabi himself.
  • Timed Mission:
    • In the One-Year War scenario, you have 100 turns to bring your side to victory.
    • In the war against Char Aznable's Neo-Zeon, you have 19 turns to take Axis and disable its nuclear pulse drives; failing this will lead to a very serious setback for the Earth. The Earth Federation and AEUG scenarios also allow for the Axis Drop to be prevented in the historical manner, should this fail; the Titans and the Zeonic factions have no such options.
  • Transforming Mecha: These begin to appear around the time of Zeta Gundam's storyline, which is roughly 7 years after the One Year War. Certain units that ride on various craft (like the Gouf riding the Dodai bomber platform) effectively function like these in terms of gameplay.
  • Up Through the Ranks: This happens in Shin Gihren's Greed if you choose to play as a low-ranking character like Amuro, Char, Ramba Ral or Bright. As you succeed in battle, you get promoted to higher and higher ranks, though there is a cap. Bright, for example, can reach his Char's Counterattack rank of Colonel, while Amuro can only reach Captain.
    • Justified, because while an excellent pilot, Amuro really isn't suited for things like commanding an entire warship.
  • Vanilla Unit:
    • One Year War era: The GM has no special abilities other than being equipped with a shield that they can use to deflect enemy attacks. They otherwise are completely vanilla, lacking even the ability to swap weapons (even though in-universe they're supposed to be able to utilise any weapons wielded by the Gundam like the Hyper Bazooka or Beam Javelin). In comparison, their Zeon counterpart the Zaku II can swap weapons between the Zaku Machinegun or the Zaku Bazooka, and can be equipped with a Dodai bomber support craft that allows them to become flying units in gameplay.
    • Operation Stardust Era:
      • The GM Custom is a huge improvement to the original GM in terms of stats, but still lacks the ability to swap out their loadouts and are restricted to their basic weaponry consisting of an assault rifle, head vulcans and a beam saber.
      • The Dra-C utilised by the Delaz Fleet have no special features and are effectively an evolutionary dead-end. Their only key saving grace is how cheap they are to build.
    • Grypps War era: The GM II is an improvement of the original, but otherwise exactly the same. The only big change is the ability to be equipped with a flying sled to grant them the ability to fly, but that's common to virtually all Mobile Suits of the era. However, the GM can be upgraded into the vastly more powerful and versatile GM III...
  • Video Game Cruelty Punishment:
    • The Titans have plenty of ways to be evil; nuking Jaburo, murdering Blex, and setting up the Cyber-Newtype research labs. The only problem is that as in the anime, Scirocco becomes The Starscream if the Titans are evil, resulting in either Jamitov's assassination or Scirocco's defection to Axis.
    • Through the game encourages you to be Chaotic as Gihren's Zeon, if your Karma Meter sinks low enough during the One Year War, either Garma or Kycilia might form their own faction, the latter being a HUGE blow as Char and all the Newtype pilots will deflect with Kycilia. Considering that this happens almost towards the final turn, it is very hard to be able to move on to part 2 if this happens.
  • Villain Protagonist: The player, if playing as the leader of one of the the antagonist factions from canon (i.e. Principality of Zeon, Delaz Fleet, the Titans, Neo Zeon or Char's Neo Zeon). Of course, as a playable character, how much of a villain they actually are depends on the player's decisions.
  • We Cannot Go On Without You: The historical result for most factions occurs if their leader is assassinated.
  • We Have Reserves: A Federation player playing a One Year War scenario (especially before the completion of the V Project) will likely find themselves resorting to this tactic using swarms of fairly cheap and quick-to-construct Type-61 tanks and Fly Mantha fighter-bombers.
  • What If?: This series deals with what-events such as Garma surviving the White Base's attack or Ramba Ral being given the Doms for his final battle with the White Base along with many others.
    • Indeed, the survival (or deaths) of certain characters can result in opening up new factions. Among the possibilities are New Zeon, led by Garma and Dozle Zabi, and Kycilia's Legitimate Zeon.
    • The Earth Federation campaign's second half asks "What if Johann Revil were alive to command the EFF during Axis Zeon's incursion?"
  • What the Hell, Hero?: The player will sometimes be subjected to this if you opt to refuse certain characters permission to proceed with their projects. For example, refusing to approve Operation Rubicon leads to Killing protesting the fact that a new Gundam may soon appear on the battlefield.
    • Sometimes, not approving a course of action can act as making things right. Allowing Ginias Sahalin the resources to complete his Apsalas Project (and denying Yuri's request to halt the project) leads to the completion of the Apsalas, without resulting in the deaths of just about every named character attached to the project.
  • You Bastard!: If playing as Gihren or Revil and surviving the One Year War, upon defeating the Titans the Cyber Newtype Proto Zero (aka Zero Murasame) will arrive having escaped the Murasame Labs. He turns over the data he stole, hoping it'll never fall into the wrong hands. If the player opts to use the data to set up their own Cyber Newtype facilities, this is Proto Zero's response.
  • Youngest Child Wins: If Garma Zabi rebels and forms Reborn Zeon, his older brother Dozle will join him, but despite both being older than him and outranking him, he'll subordinate himself to Garma's command.

Alternative Title(s): Gihren No Yabou