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Civilization (Video Game)

 Civilization (Video Game)
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 Civilization (Video Game)
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Civilization (Video Game)
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Civilization
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Civilization is a popular "4X" Long Runner game series. The original game was developed in 1991 by Sid Meier, and there have been five direct sequels as of October 21, 2016, numerous expansion packs, and many spin-offs (Sid Meier's Alpha Centauri, Colonization, Civilization: Call to Power, Civilization: Beyond Earth), as well as the much simplified Civilization Revolution for home consoles, the Nintendo DS and iPhone, Civ World for Facebook, and the MMO Civilization Online. The game was originally inspired by a Board Game, and has since spawned two others. Many polls and lists of the best computer games ever developed have, at various times, listed several of the games in the series, often at #1.The general concept is that the player controls a civilization from the stone age through the present day into the space age. The first installments gave you two ways to win: conquering everyone, or sending a colony to Alpha Centauri. Later games added more win conditions: get elected leader of the world by the United Nations, controlling a dominant chunk of the planet (which kind of renders obsolete the "conquer everyone" goal, which is probably why it was removed again later), convert everyone to your religion, or create a culture so influential that it engulfs everyone else's.All aspects of the civilization are under the control of the player, including exploration, technological advancement, expansion, material production, culture, religion, military development and deployment, foreign negotiations, and trade. The world was viewed from a 3/4 perspective until IV let you zoom in/out and move the camera around, and took place on square-shaped tiles until V moved to hex. The game's open-ended play, and the multiple settings (involving world size, terrain, opposing civilizations, multiple victory scenarios, game play speed and difficulty) mean that every game can be different from the previous one.It is (in)famous for leading to gameplay sessions that extend well past the player's original self-imposed deadline, so much so that a joke "Civilization Anonymous" website was made. (Unfortunately the link now redirects to the series' main page, but the Internet Archive's Wayback Machine has preserved the original.)"Baba Yetu" ("Our Father" in Swahili), the menu music from Civilization IV,note Technically, the re-arrangement of the piece for the album "Calling All Dawns." became the first song from a video game to ever win a Grammy Award, which hopefully will spur the Grammy Awards into including an award for "interactive fiction" music scores and songs.The franchise so far consists of the following games:
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Cure for Cancer
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One of the wonders in I is Cure for Cancer, a monument that bestows +1 happiness.
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Secret A.I. Moves
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Secret A.I. Moves: Most games have something the AI can do that the human cannot. In II, the AI can produce military units at will, units with multiple abilitiesnote For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it, stealth unitsnote For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units, and teleportation nukesnote If you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city. This could happen at the standard difficulty as well, but to a much smaller degree. Diplomacy-wise in V, they can tell you to move your units away from their borders, giving you the option to declare war immediately, or promise to never declare. Picking the latter and then declaring war before the promise expires hurts relations with every other civ. Trade deals are a pile of Heads I Win, Tails You Lose in favor of the computers, though it's not quite as bad in V with its expansions. If other civs dislike you, they will give you very grudging prices for anything you try to trade them; and if you're friends with them, they'll ask for a gift of gold or a spare resource. And if they have something you need!... Well! Hope you enjoy being rejected and accused of "making an arrogant demand" for the next 100 turns or so. As of Gods and Kings the AI will usually suggest renewing expired treaties like open borders. Which is nice, except they will sometimes tell you that they no longer like the original treaty and demand you add more on your end. For Revolution, you have things like AI spies being totally invisible (unless it's one they captured in the field from you), being able to remove settled Great People from cities and relocate them, the ability to defend a city with a 0 defense unit like a Spy/Great Person (to clarify, even though the 0 defense unit will always lose, you still have to have enough units to attack it else they keep the city; If it happens to you, the city and all 0 def units in will be captured when your last defender dies to an attacking unit), and being able to move naval or air units into your territory/block worked tiles without causing a war. There are also a host of abilities which are more akin to full-blown cheating, like unit teleportation around the map into any fog of war tile, but these were owned up to by the dev team as necessary to save on performance that proper logistical behavior would eat up on the weaker home video game consoles.
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Cap Raiser
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Cap Raiser: In the Gathering Storm expansion for Civilization VI, constructing buildings from the Encampment district like Barracks and Armories increases the maximum capacity of your strategic resources like Iron and Oil.
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Creator Cameo
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Creator Cameo: Sid himself appears in multiple games— In I, Sid's the one to announce when your civilization discovers new technology. At first he'll appear as a Greco-Roman scholar, but once you reach a certain tech level he'll instead be in a laboratory wearing a Labcoat of Science and Medicine. Sid Meier formally acts as your science advisor in III. In IV, Sid presides over the in-game tutorial, this time wearing a dark blue polo shirt with the Firaxis Games logo on it.
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No Celebrities Were Harmed
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No Celebrities Were Harmed: In Revolution, the Modern Era diplomacy advisor is clearly modeled on Condoleeza Rice.
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Artistic License – Linguistics
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Artistic License – Linguistics: The Civilopedia entry for Writing in V claims that logographic writing systems have a separate character for each and every word, and require tens of thousands of characters to work. That is true to an extent: logographic systems have a separate symbol for every verb, noun, adjective, and anything in between, but the entry goes on to say "There's a symbol for sheep, and another symbol for a thousand sheep, and yet another symbol for the sound a sheep makes when falling off of a pyramid" which is inaccurate. The confusion mainly comes from the fact that English doesn't combine words often - for example, the German word Rechtsschutzversicherungsgesellschaften might seem to be one really long word, but it's equivalent to English writing Insurancecompaniesprovidinglegalprotection. Is that one word, or is that 5? Thus, in reality they only need around 2000 ~ 3000 characters to write the vast majority of words. In II, Alphabet is a prerequisite for the discovery of writing. Alphabets evolved from other writing systems, so the discovery of writing came first by a margin of millennia.
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Instant-Win Condition
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Instant-Win Condition: Once an ending condition is reached, that civ wins, no matter how the actual situation looks at the time. There could be a massive column of tanks ready to flatten an enemy's capital, but if their spaceship reaches Alpha Centauri, they win. Or, more egregiously, by cultural victory. In IV for example, you win instantly for getting your third city up to legendary culture, regardless of whether it's in the process of being destroyed. Civilization V even mentions that if you want a Domination Victory, you'd better hop to it, since even if you've crushed every city around and brought their Capital to their last few health-points, they still win if they managed to launch their spaceship or completed the Utopia Project, even if half their city is burning to the ground.
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Darker and Edgier
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Darker and Edgier: In-game, the modern/contemporary era in IV has an noticeably darker atmosphere, the soundtrack selection coming across as more brooding and ominous if not outright apocalyptic compared to the previous time periods. This is chiefly because the music selection comes entirely from the Minimalist music of John Coolidge Adams (b. 1947). Minimalism has an emphasis on the repetitive; this can go several directions, and Adams prefers to go for "hauntingly beautiful."
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Does This Remind You of Anything?
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IV's expansions included random events. A lot of them are just random things that affect improvements and tile output (mine collapses, tornados, striking a deposit of jade), while others can change your relationship with your neighbors, such as a politically-arranged marriage collapsing or a high-ranking intelligence agent defecting. Other Random Events depend on your government, such as your hereditary dynasty dying out or an election being too close to call and being settled by the courts, giving you an incentive to try out as many Civic combinations as possible.
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Cartoon Bomb
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Cartoon Bomb: Used by Grenadiers in IV. Seeing as Cartoon Bombs are modeled after early cast-iron, black-powder grenades, this is not surprising. The icon on the Culture Bomb button in vanilla V (it was removed in the expansions) is a cartoon bomb.
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Chaos Architecture
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Chaos Architecture: In I through IV, cities radically change their layouts over time as new buildings/wonders are added, often shifting around the existing wonders to make room. V makes it a little more realistic by only showing the city itself expanding without being close enough to see the actual buildings, and wonders remain in one place for the entire game.
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Low-Tech Spears
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Low-Tech Spears: From the third game onward, spearmen are among the first combat units that civs can obtain in the Ancient Era, requiring only one or two advances on the Tech Tree to unlock. They can persist through the Classical Era but are completely deprecated by the Medieval Era.
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Cutscene
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Cutscene: The Wonders get them. In II these were made of Stock Footage, while later games have renders. V used artistic still-images with an attached quote instead, but VI went back to cutscenes - in this case, a sped-up animation of the wonder being built and activating.
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Ripped from the Headlines
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Ripped from the Headlines: The Gods & Kings expansion for V (released in 2012) includes several references to the "Mayan apocalypse" conspiracies, since the Maya were added as a playable civilisation.
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Unstable Equilibrium
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Unstable Equilibrium: Present in all the games. An empire that manages to secure good territory early on can research faster and produce more units, making it easier for them to expand even further. The endgame is typically resolved between two or three strong empires while the weaker ones have already been wiped out or reduced to barely influential lapdogs with practically zero chance of winning.
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Target Spotter
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Target Spotter: Invoked in V. Siege units, missiles and aircraft have shorter sight ranges than they can hit, meaning you need another unit to move in close and reveal the hex you want to target. In VI, there are dedicated support units (observation balloons, drones) that not only have a wider sight range than siege units, but they also increase the range and damage (in case of drones) of adjacent siege units.
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Unreliable Narrator
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Unreliable Narrator: The Civilopedia in IV claims under "Police State" credits it with helping Stalin not lose World War 2, while Stalin's entry says only Russia's sheer size and winter prevented a quick loss. (Of course, would you expect any less from Stalin?)
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Graceful Loser
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Graceful Loser: In V, sometimes when you defeat a civilization, their leader will congratulate you on your victory. In III, if you win by Conquest, Domination, or Time, the other leaders will insult you and demand a rematch, but if you win by culture, they all love you and sing your praises for besting them.
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Defeat Means Friendship
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Defeat Means Friendship: In the Gods & Kings expansion for Civ V, all civs get access to the Privateer (the Dutch get the Sea Beggar instead), which has a chance of recruiting any naval unit it defeats. The Ottomans can do this with any naval combat unit. In the fan-made NiGHTS mod (no relation to that NiGHTS), every civ can recruit barbarians with any unit. Germany in V has a chance to do this with defeated barbarians as part of their shtick.
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Comic-Book Time
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Comic-Book Time: In addition to an extreme case of Video Game Time (it's possible for a battle's outcome to change due to a forest suddenly growing around the defenders), named characters (civilization leaders and Great People) are immortal, and change appearance to suit the era (until V). You may notice that over the course of a game, each turn slowly changes from taking around 100 years (during the BC period) to just 1 (around the 19th or 20th century). This means it can take 1000 years to build just one barracks early game, but a city only takes a few years to build every structure in the late game.
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Order Versus Chaos
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Order Versus Chaos: Late-game, V has three mutually exclusive ideologies (expanded upon in Brave New World): Freedom (representing liberalism), Order (representing communism) and the Omnicidal Neutral between the two, Autocracy (representing fascism). Freedom empowers individuals, so it's got lots of abilities regarding specialists, Great People, and Wonders, while Order empowers the state, making it good for squeezing efficiency out of a huge industrial empire. Autocracy is about empowering the uncontested leader and pushing their civilization above all others, particularly through war, so it's got tons of military-related abilities. VI has Communism, Democracy, and Fascism as the penultimate government forms. The increasingly severe relationship penalties for differing government types mean that any genuine peace between any combination of communists, democrats, and fascists is basically impossible unless you've been very close friends with someone from the start. The best you can hope for is a cold war.
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Modular Difficulty
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Modular Difficulty: In addition to the overall difficulty level, the advanced game setup allows the player to adjust factors like the threat of hostile barbarians; the abundance of resources; whether your starting location is biased towards favourable conditions; and whether new Policies and Promotions can be saved up or must be used immediately.
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Just One More Level!
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Just One More Level!: Some games directly invoke this by prompting the player with the option "Just one more turn" after they win the game or when they try to quit. In general, the Civ games entice a "just one more turn before I go to bed" mentality that has caused several missed hours of sleep.
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Artistic License – Geology
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Artistic License – Geology: In the Opening Narration of the first game, and by extension, the fourth game, it talks about earthquakes causing tidal waves. Tidal waves, or bores, are caused by the gravitational effects of the Moon and Sun on the Earth's oceans. Earthquakes would cause tsunamis, waves created by the displacement of huge amounts of water in a large body of water. The term 'tidal wave' was once used interchangeably with tsunami; this may be likely around the time the first game was developed.
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Multiple Endings
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Multiple Endings: Multiple win conditions, actually. The first two games had the warlike method (conquer every other civilization) or the peaceful method (send a spaceship to another planet). Later games introduced diplomatic, cultural, or domination-based victory conditions. Domination was taken out, and Revolution added Economic: Have 200,000 gold and build the World Bank wonder. This was not included in V. The diplomatic victory has changed quite a bit. In IV, it was about getting enough votes to become supreme leader (good luck doing this in a multiplayer game). In V, it's mostly financial. City states make requests from time to time, and if conquered by another civ, you can liberate them to guarantee a vote from them, but in practice, most influence with city states is simply bought with gold, especially if other players are competing for diplomatic victories. Gods & Kings added a lot more to City States, who can now have several requests active at a time and can be further influenced by Espionage (and Religion, with the right perk). Furthermore, civs can no longer vote for themselves. The AI will vote for whichever Civ they like best, so you can actually improve your chances by being nice to them. Brave New World again changed things around for diplomatic victory. Civs can once again vote for themselves with all of their delegates. You get delegates from city state allies, and by getting the Globalization tech and then assigning diplomats instead of spies (and some bonus delegates to be gained in other ways). If you get enough delegates, you can win with them on the next world leader vote.
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Violation of Common Sense
 Civilization (Video Game) / int_1b2b1d2c
comment
Violation of Common Sense: Some of the Achievements for V require you to do deliberately counterintuitive things, like going for Cultural or Diplomatic Victory while using the Domination-focused Autocracy ideology. Likewise, you can sometimes find yourself trying to win a Culture victory by easily becoming influential with all but ONE of your rivals (if they were able to be competitive for a good portion of the game). So, you can either wait 150 turns to become Influential (if someone doesn't win by an alternate victory path), or you can simply solve the matter by by committing genocide by removing that civilization from play (you're now Influential with all remaining civilizations). As soon as you take over the last of that pesky civilization's cities, the Victory window will pop up congratulating you on your culture victory. If you've got a nuclear weapon and a bunch of enemies about to take one of your cities, launching said weapon is a perfectly viable way to clear out those enemies. In Real Life citizens would probably object to the government launching a nuclear weapon upon one of its own urban areas, but in Civ all it does is shut down production for a few turns (which, considering the other option of losing it entirely, is definitely the much better option). VI added Apocalypse Mode which adds the soothsayer, a unit that can cause natural disasters to happen. Normally a natural disaster will be met with grumbling from a player as all their improved tiles and districts get pillaged, but if you never built or improved anything this negative is basically not a thing, leaving only the positive of improved tile yield. So, the solution is (obviously) to cause flood upon flood or volcanic eruption after eruption to improve food output to ridiculous levels. The way Diplomatic Victory was implemented in VI leads to a few of these: By racking up grievances with other civilizations then declaring a surprise war against them you can prompt them to request military aid from the World Congress. You can then vote to approve this aid request and give aid to the person you just declared war on, getting diplomatic victory points for it. You can even pay for this aid with the gold you got by pillaging your victim's territory! Winning by doing this repeatedly makes the victory cutscene wonderfully ironic as it praises your commitment to peace and cooperation despite your spending the whole game being a bully. A good way to win the Climate Accords and their associated diplomatic victory points if you don't have access to carbon recapture is to build or buy coal power plants for the sole purpose of decommissioning them, since the Accords only care about how many you decommissioned, not how many you decommissioned relative to the number you had before. This also makes it possible to win the Climate Accords while increasing your CO2 output. In late-game World Congress votes there is a proposal to give or remove 2 Diplomatic Victory points to or from a civilization. If you're on the verge of a Diplomatic Victory then the ideal option is to vote to take points away from yourself, since every other civilization, even your allies, will band together to vote to take your points away. Voting against yourself means you'll lose two points then immediately get one back for siding with the majority, halving the impact while saving your favor to gain points by winning other votes.
 Civilization (Video Game) / int_1b2b1d2c
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Civilization (Video Game) / int_1b2b1d2c
 Civilization (Video Game) / int_1ba09c9d
type
Human Resources
 Civilization (Video Game) / int_1ba09c9d
comment
Human Resources: In IV, the Slavery civic allows the player to sacrifice population to rush production.
 Civilization (Video Game) / int_1ba09c9d
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1.0
 Civilization (Video Game) / int_1ba09c9d
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 Civilization (Video Game)
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Civilization (Video Game) / int_1ba09c9d
 Civilization (Video Game) / int_1be7d298
type
Easy-Mode Mockery
 Civilization (Video Game) / int_1be7d298
comment
Easy-Mode Mockery: The game compares you to a famous (or infamous) world leader after it ends. On easier difficulties before V, you can beat the AI by a mile and still get compared to "Warren G. Harding", or worse, "Dan Quayle."
 Civilization (Video Game) / int_1be7d298
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1.0
 Civilization (Video Game) / int_1be7d298
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 Civilization (Video Game)
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Civilization (Video Game) / int_1be7d298
 Civilization (Video Game) / int_1c0d4155
type
Necessary Drawback
 Civilization (Video Game) / int_1c0d4155
comment
Necessary Drawback: In V, Culture and Science are at loggerheads for how they progress. You get more science per turn based directly on your population, while cultural progression (and therefore, the cultural victory) becomes harder the more spread-out your empire is. One compromise is to conquer rival cities and puppet them rather than annexing them, since you will get the science bonus from their population but not the hit to cultural progression. The civics and similar mechanics in previous games generally had an advantage and a drawback. The social policies in V avert it, as they were designed not to have drawbacks, besides the opportunity cost of not choosing the other available policies. In the Brave New World expansion for V, trading with other countries gets you some nice profits, but if you're more advanced than them, it'll also leak science points to them as their traders pick up a few tricks from traveling to your country. Also, trade caravans can be attacked. Building Settlers to found new cities and expand your civ's potential for long-term growth has always involved slowing or stopping your cities' natural population growth in some fashion or another. Nearly every unit type has some advantage and disadvantage over the basic slow melee unit. Fast melee (mounted and armour) have more movement points and usually can move after attacking, but have penalties against cities. Anti-mounted (spearman tree) are weaker than basic melee against anything that isn't their prey. Ranged units are Glass Cannons that, although able to attack without hurting themselves, will suffer against melee; the Gatling Gun and later units are equally strong in defence as in offence but can only attack adjacent targets. Siege units are strong against cities but, with few exceptions, need to use one movement point on setting up and have reduced sight range necessitating other units to spot for them. Aircraft can attack from afar without exposing their basing city or carrier but there are lots of ways for a prepared defender to punish their use.
 Civilization (Video Game) / int_1c0d4155
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1.0
 Civilization (Video Game) / int_1c0d4155
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 Civilization (Video Game)
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Civilization (Video Game) / int_1c0d4155
 Civilization (Video Game) / int_1c398324
type
Death from Above
 Civilization (Video Game) / int_1c398324
comment
Death from Above: Comes in many flavors, most commonly bombers and nuclear strikes.
 Civilization (Video Game) / int_1c398324
featureApplicability
1.0
 Civilization (Video Game) / int_1c398324
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 Civilization (Video Game)
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Civilization (Video Game) / int_1c398324
 Civilization (Video Game) / int_1d8bd418
type
Achievement Mockery
 Civilization (Video Game) / int_1d8bd418
comment
Achievement Mockery: Some of V's achievements are less than complimentary, including "He threw a car at my head!" for having to buy back one of your cities from barbarian conquerors, and "Seriously?!?" for repeatedly failing to construct Wonders.
 Civilization (Video Game) / int_1d8bd418
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1.0
 Civilization (Video Game) / int_1d8bd418
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 Civilization (Video Game)
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Civilization (Video Game) / int_1d8bd418
 Civilization (Video Game) / int_1da01dce
type
The Computer Is a Lying Bastard
 Civilization (Video Game) / int_1da01dce
comment
The Computer Is a Lying Bastard: Most games will claim to have their "Normal" difficulty give the human players and the AI equal advantages. Not even close. In V, civ leaders with high Deceptive ratings can literally lie to you. For example, a leader's status might claim that they're Friendly when they're really about to declare war on you.
 Civilization (Video Game) / int_1da01dce
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1.0
 Civilization (Video Game) / int_1da01dce
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 Civilization (Video Game)
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Civilization (Video Game) / int_1da01dce
 Civilization (Video Game) / int_1e7c47ab
type
Stealth Pun
 Civilization (Video Game) / int_1e7c47ab
comment
Stealth Pun: In Revolution, the advance that makes the great person Leopold Stokowski more likely to appear is Superconductor. The Tech quote for "Machinery" in IV is "A god from the machine" The achievement name for winning as Harold Bluetooth is "Hands Free to Victory!"
 Civilization (Video Game) / int_1e7c47ab
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1.0
 Civilization (Video Game) / int_1e7c47ab
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 Civilization (Video Game)
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Civilization (Video Game) / int_1e7c47ab
 Civilization (Video Game) / int_1eed1d03
type
Anti-Air
 Civilization (Video Game) / int_1eed1d03
comment
Anti-Air: Several games in the series have units which fill this role— In I, Fighters are the only way to attack air units. In II, Fighters (and Stealth Fighters) are still your only offensive anti-air option, but now they also automatically scramble to defend the city/airbase they're in if it's attacked. Also, AEGIS Cruisers get double defense when attacked by air units—which makes them the toughest sea unit (tougher than even Battleships) in that scenario, which makes them a great anti-air "stack defender" at sea. In III, certain units have an Anti-Aircraft Defense stat. Mobile SAMs have the highest (4), followed by AEGIS Cruisers (3), then Battleships (2). Jet Fighters also have an Air Superiority ability within a four-tile radius. In IV, certain units with Intercept (Fighters, Jet Fighters, Anti-Tank, Mechanized Infantry, SAM Infantry, Mobile SAMs and Destroyers) have a percent chance of attacking enemy air units—ranging from 100% (Fighters and Jet Fighters) to 20% (Mechanized Infantry and Anti-Tank). V and VI, units with the Interception ability automatically attack aircraft which enter their radius of effect. That's Anti-Air Guns and Mobile SAMs on land; at sea that's Destroyers, Missile Cruisers, and (in VI) Battleships; in the air that's Triplanes (V) or Biplanes (VI), Fighters, and Jet Fighters.
 Civilization (Video Game) / int_1eed1d03
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 Civilization (Video Game) / int_1eed1d03
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 Civilization (Video Game)
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Civilization (Video Game) / int_1eed1d03
 Civilization (Video Game) / int_1f799027
type
Obstructive Bureaucrat
 Civilization (Video Game) / int_1f799027
comment
Obstructive Bureaucrat: Purchase the Democracy perk in Revolution and your production and culture increase greatly, but at the cost of your Congress vetoing you whenever you try to breaking peace treaties or refuse peace offers from rival civs. The other civs understand this limitation, and will liberally abuse it by attacking and capturing one of your cities, quickly offering you peace so you can't do anything about it, and repeating the process from there. And Congress never lets you refuse the peace offer or launch a counter-attack to reclaim your city, no matter how obvious it is that you're being played. The Senate under Republic and Democracy in I and II also vetoed any attempt to declare war or refuse peace, but the AI was less advanced then. Averted by the A.I.s themselves in Revolution. Not only do they not have to agree to peace on the turn you attacked them if in Democracy themselves (they are usually given it as a grace period and will often demand something in compensation if you really want to force peace again), but they will remain at war until you/they initiate diplomacy again. In certain cases, A.I.s in Democracy can refuse peace (at least without a bribe) indefinitely while remaining in Democracy, making this a case of them playing by different rules as well!
 Civilization (Video Game) / int_1f799027
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 Civilization (Video Game) / int_1f799027
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 Civilization (Video Game)
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Civilization (Video Game) / int_1f799027
 Civilization (Video Game) / int_1f862cf
type
Dare to Be Badass
 Civilization (Video Game) / int_1f862cf
comment
Dare to Be Badass: "Do you have what it takes to build a civilization to stand the test of time?"
 Civilization (Video Game) / int_1f862cf
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1.0
 Civilization (Video Game) / int_1f862cf
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Civilization (Video Game) / int_1f862cf
 Civilization (Video Game) / int_20e20e99
type
Not the Intended Use
 Civilization (Video Game) / int_20e20e99
comment
Not the Intended Use: III introduced the infamous research limit, where it doesn't matter how well you are doing, each technology takes 4 turns to research, and the excess research doesn't carry over. However, because it doesn't carry over, it is possible to micro-manage the 4th turn of each technology in such a way to still get the tech, while the surplus income, rather than being put into research of new technology (which is impossible), goes directly into your coffers. Suddenly earning extra 400-800 gold every 4th turn becomes a breeze. Did you know that Great People in VI are useful scouts/explorers? They have high movement points, can embark, and even enter ocean tiles without research! Even if an enemy goes over them, they are taken to the nearest city instead of being captured. So if you have plenty of unused Great People (like, say, idling Admirals, or Great Musicians that can't be activated because your Great Works gallery is full), make them run towards unexplored territory! The Gathering Storm expansion for VI brings in climate change mechanics, which can be manipulated by a continental in-land civ to screw over any civilization built primarily on the coast.
 Civilization (Video Game) / int_20e20e99
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Civilization (Video Game) / int_20e20e99
 Civilization (Video Game) / int_20ffc19a
type
Famous for Being First
 Civilization (Video Game) / int_20ffc19a
comment
Famous for Being First: Civilization II: The first civilization to research Philosophy starts a "golden age" that grants them a technological advances immediately. Those who research it later get no immediate benefit, it's just a prerequisite for other technologies like universities and medicine. Similarly, III also offers a free technological advance for researching that tech. Since technologies in III can't be researched faster than in 4 turns, the value of instant tech-up is even greater. Civilization IV: Being the first to research certain technologies makes the civ found a religion (such as Philosophy for Taoism), giving one a holy city that grants culture boosts. The first civ to circumnavigate the world gets a permanent +1 movement bonus for all water units. The first civ to research Liberalism gains a free technology. Civilization VI: In the Rise and Fall expansion, civilizations earn points towards Golden Ages with "Historic Moments". Many of them only go to the first civilization to make the achievement: the first to discover a new continent, form a government, meet all the other civilizations, circumnavigate the globe, and so on.
 Civilization (Video Game) / int_20ffc19a
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 Civilization (Video Game)
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Civilization (Video Game) / int_20ffc19a
 Civilization (Video Game) / int_2139c878
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Church Militant
 Civilization (Video Game) / int_2139c878
comment
Church Militant: Your chosen faith under Theocracy.
 Civilization (Video Game) / int_2139c878
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 Civilization (Video Game) / int_2139c878
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 Civilization (Video Game)
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Civilization (Video Game) / int_2139c878
 Civilization (Video Game) / int_21d70919
type
Crapsack World
 Civilization (Video Game) / int_21d70919
comment
Crapsack World: One player kept a game going for ten years as an experiment. He discovered, rather disturbingly, that the game seems to just naturally descend into a dystopian nightmare if it goes on long enough. Things started looking up, as one of the three factions locked in a Forever War was eventually wiped out, pollution finally started to clean back up, and populations started to climb globally. ...until it was revealed that the player in question deliberately steered the world back into a polluted, nuclear radiation-littered hellhole locked in a Forever War, all just to justify the continuation of his own Orwellian authoritarian rule.
 Civilization (Video Game) / int_21d70919
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Civilization (Video Game) / int_21d70919
 Civilization (Video Game) / int_2207b002
type
Ambiguously Brown
 Civilization (Video Game) / int_2207b002
comment
Ambiguously Brown: The man and girl (who is also the advisor) in the opening cinematic for VI have generic features that do not indicate any specific ethnicity, allowing them to appear as members of various civs throughout the video.
 Civilization (Video Game) / int_2207b002
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 Civilization (Video Game) / int_2207b002
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Civilization (Video Game) / int_2207b002
 Civilization (Video Game) / int_230d64
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Screw the Rules, I Have Money!
 Civilization (Video Game) / int_230d64
comment
Screw the Rules, I Have Money!: If you're rich enough you can do most anything, including paying off faction leaders for technology, cities and resources, and rushing to complete city improvements in a single turn when normally they would take dozens. Alternately, Screw The Rules, I Have Faith in VI; you have to use Faith to buy certain units, but you can also use it to buy religious buildings.
 Civilization (Video Game) / int_230d64
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1.0
 Civilization (Video Game) / int_230d64
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Civilization (Video Game) / int_230d64
 Civilization (Video Game) / int_2439b588
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As the Good Book Says...
 Civilization (Video Game) / int_2439b588
comment
As the Good Book Says...: The Bible is a very common source for tech quotes in IV and V—probably the single most common source, particularly for early-game techs. The Opening Narration from I and IV also starts with a paraphrase of the King James Version of Genesis 1:2. It sets the tone of the narration and gives it an "epic of evolution" feel.
 Civilization (Video Game) / int_2439b588
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 Civilization (Video Game) / int_2439b588
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Civilization (Video Game) / int_2439b588
 Civilization (Video Game) / int_246c5b47
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Ascended Fanboy
 Civilization (Video Game) / int_246c5b47
comment
Ascended Fanboy: Aside from the first game, all the following games have been designed by people other than Sid, who has generally only acted as a supervisory executive producer. Most notable is V, in which the lead designer Jon Shafer came from the modding community and is only around 25 years old. Ed Beach, who was responsible for the two major expansions for V had a similar background, and became the lead designer of VI.
 Civilization (Video Game) / int_246c5b47
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 Civilization (Video Game) / int_246c5b47
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Civilization (Video Game) / int_246c5b47
 Civilization (Video Game) / int_2536f695
type
Game-Breaker
 Civilization (Video Game) / int_2536f695
comment
The announcement video for the June 2020 patch, which fixed a wide number of Game-Breaker exploits and poked fun at those who had used them, was widely considered to be a veiled Take That! towards The Spiffing Brit, whose videos had called attention to and popularised pretty much every single exploit that had been fixed.
 Civilization (Video Game) / int_2536f695
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1.0
 Civilization (Video Game) / int_2536f695
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 Civilization (Video Game)
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Civilization (Video Game) / int_2536f695
 Civilization (Video Game) / int_259d5879
type
Anachronism Stew
 Civilization (Video Game) / int_259d5879
comment
This was slightly more or less (depending on how you look at it) pronounced in the earlier games, which did not have Civilization-specific units. Thus, your military typically consisted of something of an Anachronism Stew.
 Civilization (Video Game) / int_259d5879
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 Civilization (Video Game) / int_259d5879
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 Civilization (Video Game)
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Civilization (Video Game) / int_259d5879
 Civilization (Video Game) / int_259fdfd0
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Permanent Elected Official
 Civilization (Video Game) / int_259fdfd0
comment
Permanent Elected Official: You — and every other civ leader — are apparently immortal and can reign for thousands of years without any chance of being elected out or overthrown.
 Civilization (Video Game) / int_259fdfd0
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 Civilization (Video Game) / int_259fdfd0
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Civilization (Video Game) / int_259fdfd0
 Civilization (Video Game) / int_25b0342b
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Art Deco
 Civilization (Video Game) / int_25b0342b
comment
Art Deco: V uses this aesthetic for its menus and user interface.
 Civilization (Video Game) / int_25b0342b
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1.0
 Civilization (Video Game) / int_25b0342b
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Civilization (Video Game) / int_25b0342b
 Civilization (Video Game) / int_260926c3
type
Failure Is the Only Option
 Civilization (Video Game) / int_260926c3
comment
Failure Is the Only Option: A lot of the diplomacy actions in IV lean in this direction, if you want to avoid choosing sides. You'll often be presented with a request that will inevitably make either the requester or a third party angry. Next turn, that other party will make a similar demand in reverse. The price of neutrality (if you don't want to choose sides) is to be disliked by nearly everyone. (On the other hand, the price of joining up with one side is to be absolutely despised by the opposing side(s), losing most opportunities to do business with them and potentially joining your allies in declaring war on them.) Also happens in V to a certain extent. Your 'friends' will request spare luxury resources and gold on a regular basis, without giving a blasted thing back. Although agreeing will improve relations a bit, they can get pretty greedy. But if you decline even once, they stop asking forever and it's a permanent diplomatic penalty. And if you make a request yourself, they will almost always decline and mark it as a penalty anyway, apparently because they are a bunch of jerkasses... Gods & Kings thankfully toned this down. Requests have a fairly lasting impact on relation, and they don't get mad if you decline. They also aren't quite as greedy with gold requests anymore either. Fixed further in the Fall 2013 patch of Brave New World. Most civilizations will offer something in exchange for a luxury resource.
 Civilization (Video Game) / int_260926c3
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 Civilization (Video Game)
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Civilization (Video Game) / int_260926c3
 Civilization (Video Game) / int_26ba32a3
type
Ascended Glitch
 Civilization (Video Game) / int_26ba32a3
comment
Ascended Glitch: Gandhi's love for nukes was originally thought to have been result of a integer overflow bug in the original Civilization, which supposedly resulted in Gandhi, upon adopting Democracy (which reduces a civ's aggression by 2), going from an aggression score of 1 out of 10 to 255 out of 10. However, as Sid Meier notes in his autobiography, the game's programming language could not have produced such an error in the first place, and the company has no record of any playtester ever experiencing the Nuclear Gandhi bug; Meier theorized that the perception of the bug may have been due to India's science-focused playstyle allowing the civ to survive to the end game and discover nukes significantly earlier than others, which would lead to the shock of finding a suddenly nuclear-capable Gandhi threatening other nations. Nevertheless, the urban legend has been born and the memetic impact was such that the developers have been purposefully making him a nuke monger for every major sequel afterward. Apparently when they started tracking where exactly the rumor of this bug first started circulating, they found the likely origin point to be... this very website in 2012.
 Civilization (Video Game) / int_26ba32a3
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 Civilization (Video Game)
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Civilization (Video Game) / int_26ba32a3
 Civilization (Video Game) / int_26beee71
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Taught by Experience
 Civilization (Video Game) / int_26beee71
comment
Taught by Experience: In VI your faction can research techs and civics faster by doing things related to them. For example, having a quarry will boost research on Masonry, while successfully fighting barbarians will speed your way through developing Military Tradition.
 Civilization (Video Game) / int_26beee71
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 Civilization (Video Game) / int_26beee71
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Civilization (Video Game) / int_26beee71
 Civilization (Video Game) / int_27a42ebc
type
Spiritual Successor
 Civilization (Video Game) / int_27a42ebc
comment
Spiritual Successor: Civilization: Call to Power and its sequel was developed by former members of the original team and published by Activision. Some of the features found in Call to Power would be seen in Civilization IV, V and VI.
 Civilization (Video Game) / int_27a42ebc
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1.0
 Civilization (Video Game) / int_27a42ebc
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 Civilization (Video Game)
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Civilization (Video Game) / int_27a42ebc
 Civilization (Video Game) / int_28638961
type
Overflow Error
 Civilization (Video Game) / int_28638961
comment
Overflow Error: Averted. There was an Urban Legend of Zelda postulated that Gandhi's reputation for loving to Nuke 'em was caused by an underflow in his aggression score as leader of an AI India civ, a meme known as Nuclear Gandhi. Sid Meier's autobiography says it never happened: no civ's aggression could ever go below 1 and the story was probably made up by an Internet Troll annoyed that AI Gandhi had nuked him. Guess where it apparently started?
 Civilization (Video Game) / int_28638961
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 Civilization (Video Game) / int_28638961
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 Civilization (Video Game)
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Civilization (Video Game) / int_28638961
 Civilization (Video Game) / int_28b08686
type
A Party, Also Known as an Orgy
 Civilization (Video Game) / int_28b08686
comment
A Party, Also Known as an Orgy: Cities celebrating "We Love The King Day" can get a growth bonus, depending on the game. From I through III, it was only available to Democracies and Republics; other governments got production bonuses instead. In V, it's available for everyone.
 Civilization (Video Game) / int_28b08686
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 Civilization (Video Game)
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Civilization (Video Game) / int_28b08686
 Civilization (Video Game) / int_28c502f6
type
Tactical Rock–Paper–Scissors
 Civilization (Video Game) / int_28c502f6
comment
Tactical Rock–Paper–Scissors: Starting with IV, units are placed in certain categories (Mounted, Melee, Gunpowder, Siege, etc.), each of which has certain strengths and weaknesses. VI took this a step further, adding the Ranged and Bombard distinctions between ranged units (Ranged are effective against other units but weak against city/district defenses; Bombard is the opposite) as well as "Support" units that aren't usually combat-capable by themselves, but improve nearby friendly units; e.g. a Battering Ram can be attached to melee units to increase their effectiveness against city walls.
 Civilization (Video Game) / int_28c502f6
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 Civilization (Video Game) / int_28c502f6
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 Civilization (Video Game)
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Civilization (Video Game) / int_28c502f6
 Civilization (Video Game) / int_2902d216
type
Refining Resources
 Civilization (Video Game) / int_2902d216
comment
Uranium extracted from mines can directly go into nuclear power plants, nuclear vessels and nuclear bombs. There is no process to enrich the uranium to be reactor- or weapon-grade or to breed plutonium-239. Of course, this greatly streamlines the gameplay.
 Civilization (Video Game) / int_2902d216
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Civilization (Video Game) / int_2902d216
 Civilization (Video Game) / int_294ed981
type
Bilingual Bonus
 Civilization (Video Game) / int_294ed981
comment
Bilingual Bonus: Leaders in V speak in their native languages, but what they say usually doesn't exactly match the text box. Their actual lines tend to be either more poetic or more insulting than what is written out. This also applies to George Washington and Elizabeth, who both speak English. Their speech also does not match what is written. Example: Elizabeth will have a large trade offer down in the window and will only speak "Would you be interested in a trade agreement with England?" A less noteworthy example occurs in Civ IV where the units speak short phrases in their native language. However, there is not as much of a bonus except for the odd idiom, as most of them are direct translations of what the English and American units say—although that can create a different bonus in the form of unintentionally funny unidiomatic translations. The lyrics to Baba Yetu, the menu theme from Civ IV, are actually the Lord's Prayer in Swahili. In Civ VI, Catherine de' Medici speaks French with a slight Italian accent, unless she's agitated. If so, she switches to her native Italian, complete with Florentine cadence. Similarly, Gandhi switches to English whenever he's angry. Despite potentially being the leader of either England or France, Eleanor of Aquitaine speaks neither English nor French, but rather her native language of Occitan, which is still spoken in that region to this day.
 Civilization (Video Game) / int_294ed981
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1.0
 Civilization (Video Game) / int_294ed981
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Civilization (Video Game) / int_294ed981
 Civilization (Video Game) / int_295087bf
type
Non-Indicative Name
 Civilization (Video Game) / int_295087bf
comment
Non-Indicative Name: The Diplomatic Victory in VI is an economic victory in disguise since nearly everything needed for a diplomatic victory can be, and is most easily, bought with gold. Actual diplomacy is not only optional but can be actively detrimental.
 Civilization (Video Game) / int_295087bf
featureApplicability
1.0
 Civilization (Video Game) / int_295087bf
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_295087bf
 Civilization (Video Game) / int_29a39f6
type
Easter Egg
 Civilization (Video Game) / int_29a39f6
comment
Elvis appears in III as Easter Eggs. If you set your PC's date to Elvis' birthday and start a regicide or capture the flag game, the "flag" unit will be Elvis. He's also in a hidden picture that appears if you wait long enough in the credits.
 Civilization (Video Game) / int_29a39f6
featureApplicability
1.0
 Civilization (Video Game) / int_29a39f6
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_29a39f6
 Civilization (Video Game) / int_29ee1e5b
type
Regional Riff
 Civilization (Video Game) / int_29ee1e5b
comment
Regional Riff: The soundtrack for Civ VI consists of your civ's "main" Evolving Music and secondary pieces, combined with those of your neighbors. So depending on who you're playing as and who you ended up next to, the music could be "Scotland the Brave" on bagpipes, "Waltzing Matilda" with didgeridoos, Mongolian throat-singing, "Kalinka" on the balalaika, and "Bayisa" with an isiZulu chorus.
 Civilization (Video Game) / int_29ee1e5b
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1.0
 Civilization (Video Game) / int_29ee1e5b
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_29ee1e5b
 Civilization (Video Game) / int_2a090d00
type
Lampshade Hanging
 Civilization (Video Game) / int_2a090d00
comment
Using a Roman Legion unit to clear out nuclear contamination in VI grants you the Achivement "Missed That Day in History Class"
 Civilization (Video Game) / int_2a090d00
featureApplicability
1.0
 Civilization (Video Game) / int_2a090d00
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2a090d00
 Civilization (Video Game) / int_2a552d44
type
Recurring Element
 Civilization (Video Game) / int_2a552d44
comment
Recurring Element: Across the series, the ocean and rivers have been associated with profit as much as with sea travel. Usually this was simply represented as water and river tiles granting more gold by default, but around V and VI this changed to an enhancement to trade routes. Many coastal Wonders have something to do with commerce, the "Exploration" Civic tree in V was half-naval power, half trade bonuses, and the retirement abilities of Great Admirals in VI are often similar to those of Great Merchants.
 Civilization (Video Game) / int_2a552d44
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1.0
 Civilization (Video Game) / int_2a552d44
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2a552d44
 Civilization (Video Game) / int_2ae29c0d
type
The Dreaded
 Civilization (Video Game) / int_2ae29c0d
comment
Brazil in V doesn't fare well in the early game because its start bias is for jungle terrain, meaning you'll have a lot of hardly usable real-estate and you'll probably also start next to the Aztecs. But in the Renaissance, Brazilwood Camps can be very diversely useful and your University bonuses can make you quite the scientific powerhouse.
 Civilization (Video Game) / int_2ae29c0d
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1.0
 Civilization (Video Game) / int_2ae29c0d
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2ae29c0d
 Civilization (Video Game) / int_2b706ca
type
More Dakka
 Civilization (Video Game) / int_2b706ca
comment
Even more obvious for civs with strong Unique Units in V, who will eventually obsolete and be replaced by something better - and available for everyone. Some units will still keep an edge (Chu-ko-nus keep the two-shots upgrade once they become Gatling Guns, while Longbowmen become Gatling Guns with +1 range), other will be brought down to normal (Keshiks or Camel Archers lose their ranged attack, Battering Rams or Siege Towers their huge bonuses against cities...). The most obvious case may be the Zulu Impi, who loses its double attack when upgraded and the access to the +1 movement promotion once you gain access to Riflemen.
 Civilization (Video Game) / int_2b706ca
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1.0
 Civilization (Video Game) / int_2b706ca
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2b706ca
 Civilization (Video Game) / int_2b7d29e1
type
Artifact Title
 Civilization (Video Game) / int_2b7d29e1
comment
Artifact Title: Despite the series bearing his name, Sid Meier is not the lead designer of any of the games after the first.
 Civilization (Video Game) / int_2b7d29e1
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1.0
 Civilization (Video Game) / int_2b7d29e1
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2b7d29e1
 Civilization (Video Game) / int_2bbba5f3
type
Say Your Prayers
 Civilization (Video Game) / int_2bbba5f3
comment
Say Your Prayers: Baba Yetu from Civ IV is the Lord's Prayer in Swahili, but the singer isn't dying but paying gratitude to the Almighty.
 Civilization (Video Game) / int_2bbba5f3
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1.0
 Civilization (Video Game) / int_2bbba5f3
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2bbba5f3
 Civilization (Video Game) / int_2bdae2ae
type
Awesome, but Impractical
 Civilization (Video Game) / int_2bdae2ae
comment
Awesome, but Impractical: The Internet wonder from IV grants you any tech known by two other civilizations. This would be awesome but for the fact that it's at the very end of the tech tree for most players, meaning that either it'll be built after it's needed or the AI will get it first. However, there is a specific strategy that ignores all other endgame tech to get the Internet built early, making it actually useful. The Space Elevator in IV gives you a big boost to spaceship construction. The problem is that it's expensive and requires a tech not needed for the spaceship—not to mention you have to build it in a city near the equator! You're usually better off building another spaceship part in its place. The Great Colossus wonder in V used to be this. It had a nice benefit that was lost once a certain, rather early, technology was discovered by any player. It was later patched to have a slightly different effect and not become obsolete. The Giant Death Robot in V comes so late that anyone aiming for a domination victory will probably get it before having an opportunity to build the GDR. It also requires valuable uranium, which could be used on the earlier and quicker-to-build nuclear options. Due to their almost pedantic requirements, most of the Wonders in VI are like this. While they provide often valuable bonuses, it takes a very specific spot on the map to even build them. Also, it can easily reach the point where not having the wonder provides more than sacrificing everything just to get it in place. Nearly all the wonders in Civ Rev get this treatment barring the East India Company, which is always good and very powerful. In a game that runs at such a fast pace (193 turns max, and most games can be decided in 60 or less by a decent player) nearly all of them are just too expensive to build in the relatively short amount of time you have to devote to frivolous endeavors; even the decent ones are only situational useful instead of strong enough to justify always trying for, and most eventually go obsolete to boot. Special mention goes to the Apollo Program: it instantly hands you all technologies that remain un-researched in the game... which would be great if it wasn't unlocked by the penultimate technology requiring most of the others in the first place, and that ALSO unlocks the Technological victory option by itself (an oversight perhaps, you DO NOT have to build Apollo to go to space, you only need the Space Flight tech which unlocks all the spaceship parts at once), making the wonder largely pointless.
 Civilization (Video Game) / int_2bdae2ae
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1.0
 Civilization (Video Game) / int_2bdae2ae
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2bdae2ae
 Civilization (Video Game) / int_2d2e3275
type
Attack! Attack... Retreat! Retreat!
 Civilization (Video Game) / int_2d2e3275
comment
Even better, sometimes the AI will declare war on you from that state, only to dash their army to pieces against your technological superiority. At this point they frantically sue for peace, bribing you with gold, resources and even cities. To end a war that they started.
 Civilization (Video Game) / int_2d2e3275
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1.0
 Civilization (Video Game) / int_2d2e3275
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 Civilization (Video Game)
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Civilization (Video Game) / int_2d2e3275
 Civilization (Video Game) / int_2d4fa515
type
Ax-Crazy
 Civilization (Video Game) / int_2d4fa515
comment
Ax-Crazy: Mahatma Gandhi is incredibly nuke-happy. In the first game, this was falsely claimed to be down to a bug in the AI's coding, which made Gandhi almost certain to declare war if he adopted a peaceful form of government like Democracy; but in subsequent games it has been retained for the sheer comedy value. In V, despite being very reluctant to start wars unprovoked, Gandhi will rain nukes on you if you're a warmonger, as his AI has a hardcoded Nuke Production and Use of Nukes rating of 12; the maximum rating otherwise is 10. In VI, he's back with a vengeance. Every leader has a constant agenda and a random "hidden" agenda, and each leader has a specific agenda that have a high likelihood to be their random agenda. Gandhi, aside from having the face agenda of "Peacekeeper", also tends to be biased toward "Nuke Happy", making him extremely passive-aggressive and temperamental.
 Civilization (Video Game) / int_2d4fa515
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1.0
 Civilization (Video Game) / int_2d4fa515
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2d4fa515
 Civilization (Video Game) / int_2d88e42c
type
Gender Bender
 Civilization (Video Game) / int_2d88e42c
comment
Gender Bender: In II, Leonardo's Workshop automatically upgrades all your Diplomat units to Spy units. The Diplomat is depicted as a little man in formal wear, the Spy as a Femme Fatale in a Little Black Dress. Happens again in IV, as pre-industrial era spies, men in black robes, transform into women in skin-tight catsuits upon reaching the industrial era. In IV, it's actually a case of Sweet Polly Oliver, since upon being captured, the "male" spies still sound female. In IV, your first view of the Russian leader is a dashing young cavalier in a tricorne and cavalry uniform. Then he turns around, and — she's the cross-dressing and attractive Catherine the Great, showing a naughty smirk. An instance of Shown Their Work, because the image is based on an actual contemporary portrait of cross-dressed Catherine.
 Civilization (Video Game) / int_2d88e42c
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1.0
 Civilization (Video Game) / int_2d88e42c
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2d88e42c
 Civilization (Video Game) / int_2e62fdc2
type
Set Bonus
 Civilization (Video Game) / int_2e62fdc2
comment
Set Bonus: Exaggerated Trope. The new "theming bonuses" from Brave New World essentially work this way. Culture Victories now depend on Tourism, which requires the creation of Great Works of Media and/or the excavation of historical artifacts. Put them in various museum buildings (mostly World Wonders, but also Museums), people come visit... voila, Tourism. But each building can get a bonus depending on whether the stuff in it is 1) from different nations and/or 2) from different time periods, and each building has specific criteria. Which you can only learn of after you've built them. Furthermore, you get bonuses for unlocking all the policies in a policy tree.
 Civilization (Video Game) / int_2e62fdc2
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1.0
 Civilization (Video Game) / int_2e62fdc2
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 Civilization (Video Game)
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Civilization (Video Game) / int_2e62fdc2
 Civilization (Video Game) / int_2e76947a
type
The Topic of Cancer
 Civilization (Video Game) / int_2e76947a
comment
The Topic of Cancer: In the original game, developing a cure for cancer gave you one happy citizen in every single city, no strings attached.
 Civilization (Video Game) / int_2e76947a
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1.0
 Civilization (Video Game) / int_2e76947a
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2e76947a
 Civilization (Video Game) / int_2f253c94
type
Glass Cannon
 Civilization (Video Game) / int_2f253c94
comment
Nearly every unit type has some advantage and disadvantage over the basic slow melee unit. Fast melee (mounted and armour) have more movement points and usually can move after attacking, but have penalties against cities. Anti-mounted (spearman tree) are weaker than basic melee against anything that isn't their prey. Ranged units are Glass Cannons that, although able to attack without hurting themselves, will suffer against melee; the Gatling Gun and later units are equally strong in defence as in offence but can only attack adjacent targets. Siege units are strong against cities but, with few exceptions, need to use one movement point on setting up and have reduced sight range necessitating other units to spot for them. Aircraft can attack from afar without exposing their basing city or carrier but there are lots of ways for a prepared defender to punish their use.
 Civilization (Video Game) / int_2f253c94
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1.0
 Civilization (Video Game) / int_2f253c94
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2f253c94
 Civilization (Video Game) / int_2f6b63aa
type
Land of One City
 Civilization (Video Game) / int_2f6b63aa
comment
Venice tends to have a rough early game because it can only control one city, meaning one wrong move can be fatal, especially if you're placed next to a warlike Civ. However, later on you'll be swimming in boatloads of cash and can simply buy whatever military units you need and bribe every other city-state to your cause, provided of course you don't instead simply use Merchants of Venice to make them your puppets.
 Civilization (Video Game) / int_2f6b63aa
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1.0
 Civilization (Video Game) / int_2f6b63aa
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_2f6b63aa
 Civilization (Video Game) / int_302730a
type
Fusion Dance
 Civilization (Video Game) / int_302730a
comment
Fusion Dance: This is basically how "formations" work in Civ VI, as a sort of compromise for players who miss the old stacks of doom or who have to deal with cramped battle situations with only one unit able to get at an enemy. Merging two units of the same type together (and later, adding a third) creates a "Corps" or "Army" unit, respectively (naval units become "fleets" and "armadas") that is stronger than a unit of that base level. Shaka Zulu was reworked for his reappearance in VI to specialize in this. An Army can even pull a Rock Beats Laser on a unit of a higher technological tier this way (again, fitting for the Zulus.)
 Civilization (Video Game) / int_302730a
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1.0
 Civilization (Video Game) / int_302730a
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_302730a
 Civilization (Video Game) / int_3149c4b0
type
It Will Never Catch On
 Civilization (Video Game) / int_3149c4b0
comment
It Will Never Catch On: Napoleon providing a Real Life example is the quote for steam power in IV. Added on to in V before Brave New World: Napoleon gets free culture per turn until Steam Power is discovered.
 Civilization (Video Game) / int_3149c4b0
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1.0
 Civilization (Video Game) / int_3149c4b0
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3149c4b0
 Civilization (Video Game) / int_315ec0b1
type
Auto-Save
 Civilization (Video Game) / int_315ec0b1
comment
Auto-Save: The first game can autosave every 50 turns, using dedicated autosave slots. Later games give more frequent autosaves.
 Civilization (Video Game) / int_315ec0b1
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1.0
 Civilization (Video Game) / int_315ec0b1
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_315ec0b1
 Civilization (Video Game) / int_3255968b
type
Implied Death Threat
 Civilization (Video Game) / int_3255968b
comment
Implied Death Threat: Whenever the AI demands technology or gold. Especially in I and II.
 Civilization (Video Game) / int_3255968b
featureApplicability
1.0
 Civilization (Video Game) / int_3255968b
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3255968b
 Civilization (Video Game) / int_33ca811a
type
Game-Breaking Bug
 Civilization (Video Game) / int_33ca811a
comment
A fairly common complaint in V between turns, especially in the later eras on larger maps with all but the most powerful home PCs (at least at the time of release). One trick is switching to the strategic view, which has simpler graphics, before ending each turn. A patch in June 2012 (making way for the Gods & Kings expansion) has some people saying this has gotten worse, although a small number have said the patch has actually shortened the wait. Solvable by enabling "Quick Combat", which makes all units damage each other instantly when attacking instead of having to play the attack animations, which is extremely useful where air units are concerned in particular, as the AI loves to spam them, and without this setting turns could take minutes or possibly even an hour, because that Triplane for some reason needs to make literally one thousand passes over an enemy Destroyer...
 Civilization (Video Game) / int_33ca811a
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1.0
 Civilization (Video Game) / int_33ca811a
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_33ca811a
 Civilization (Video Game) / int_33d0ba5d
type
Choose a Handicap
 Civilization (Video Game) / int_33d0ba5d
comment
Choose a Handicap: In V, the "Fall of Rome" scenario turns Culture and Social Policies against you if you're playing as Rome. To simulate the many factors that led to the decline of the Roman empire, the Roman policy tree contains only unhelpful policies such as Barbarian Conscription (-10% combat strength), Neglected Infrastructure (less Gold from city connections), and Popular Ennui (Luxury Resources provide less happiness). Though you can still choose which social policies to adopt as usual, policy skipping is disabled, meaning you must choose one every time you generate enough Culture for one. Oh, and did we mention you can't sell your Culture-producing buildings in this mode?
 Civilization (Video Game) / int_33d0ba5d
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1.0
 Civilization (Video Game) / int_33d0ba5d
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_33d0ba5d
 Civilization (Video Game) / int_34602d5a
type
Hegemonic Empire
 Civilization (Video Game) / int_34602d5a
comment
Hegemonic Empire: Since the third game, there is usually some form or another of a culture mechanic that allows civilizations to potentially annex cities without conflict and ultimately win the game by creating a highly influential culture that utterly overwhelms all others. The sixth installment's Rise and Fall DLC (as well as Gathering Storm) has the loyalty mechanic which embodies this trope in a way. If a city receives enough pressure from neighboring rival cities (either from population, governors, or other factors) it will immediately break away from their home empire, initially as a free city, and after additional pressure, becomes part of the civ that gained this city's favor the most. Eleanor of Aquitaine's ability amps this up; if she manages to be the most responsible for making a city break away, she immediately gets to keep it for herself.
 Civilization (Video Game) / int_34602d5a
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1.0
 Civilization (Video Game) / int_34602d5a
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_34602d5a
 Civilization (Video Game) / int_34889673
type
Gender Flip
 Civilization (Video Game) / int_34889673
comment
Gender Flip: All great people in IV are represented by male units, though a significant number of them are actually women. Among other things, this gives Joan of Arc quite an impressive beard.
 Civilization (Video Game) / int_34889673
featureApplicability
1.0
 Civilization (Video Game) / int_34889673
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_34889673
 Civilization (Video Game) / int_3537d6df
type
Alternate Techline
 Civilization (Video Game) / int_3537d6df
comment
Alternate Techline: VI's optional "Tech Shuffle" game mode leads to this. It scrambles the arrangement of technologies within each era, which can lead to things like Computers being researched before Electricity. note  This isn't totally impossible, depending on how broad your definition of a computer is.
 Civilization (Video Game) / int_3537d6df
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1.0
 Civilization (Video Game) / int_3537d6df
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_3537d6df
 Civilization (Video Game) / int_35a24c16
type
Geo Effects
 Civilization (Video Game) / int_35a24c16
comment
Geo Effects: All types of terrain give various offensive and/or defensive bonuses to units attacking to or defending from them. Furthermore, all types of terrain produce specific amounts of Food, Gold and Production, which can be altered with "Improvements" such as farms, watermills, railroads, etc. V's hex system now includes actual line of sight, and ranged units will need a clear shot at their target. If a hill, forest or mountain is one hex between the target and the unit, no dice. An exception is that a unit on a hill can shoot over a forest or hill, but not over a forest on a hill. Units with the "indirect fire" promotion (which is free for modern ranged units) skip all of these effects and can shoot any target in range, as long as the player can see it. (Units in III and IV also received bonuses to line-of-sight from on top of a hill, but this didn't affect combat.) Movement penalties for difficult terrain (forests, hills etc) are more pronounced in VI. In previous games, moving into a tile with such will cost 2 movement points if you have 2 or more, but you can still move a unit with 1 movement point into them. In VI, if you don't have at least 2 movement points, the unit can't even move into difficult terrain at all. This also buffs units that ignore difficult terrain or have movement bonuses in such.
 Civilization (Video Game) / int_35a24c16
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1.0
 Civilization (Video Game) / int_35a24c16
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_35a24c16
 Civilization (Video Game) / int_36ed3e1e
type
Ascended Meme
 Civilization (Video Game) / int_36ed3e1e
comment
The Giant Death Robot in V comes so late that anyone aiming for a domination victory will probably get it before having an opportunity to build the GDR. It also requires valuable uranium, which could be used on the earlier and quicker-to-build nuclear options.
 Civilization (Video Game) / int_36ed3e1e
featureApplicability
1.0
 Civilization (Video Game) / int_36ed3e1e
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_36ed3e1e
 Civilization (Video Game) / int_383675d3
type
Path of Greatest Resistance
 Civilization (Video Game) / int_383675d3
comment
Path of Greatest Resistance: This is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
 Civilization (Video Game) / int_383675d3
featureApplicability
1.0
 Civilization (Video Game) / int_383675d3
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_383675d3
 Civilization (Video Game) / int_391d6577
type
Sequel Escalation
 Civilization (Video Game) / int_391d6577
comment
Sequel Escalation: Inverted with V, in its vanilla, pre-expansion form anyway: no religion, no units stacked on top of each other (except for one military and one non-military unit), a less-arcane Social Policies system to replace the Civics, and only one tile improvement allowed on a tile at a time (plus roads). The intent was to clear out a lot of the cruft that had built up in the series. Religion and more complex features were added back in by the expansions, but even then, they tended to be easier to grasp than they were in IV.
 Civilization (Video Game) / int_391d6577
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1.0
 Civilization (Video Game) / int_391d6577
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_391d6577
 Civilization (Video Game) / int_39441318
type
Horny Vikings
 Civilization (Video Game) / int_39441318
comment
Harald Bluetooth and the Denmark civilization are available in Downloadable Content, but before they were even announced, Vikings show up in the opening cinematic.
 Civilization (Video Game) / int_39441318
featureApplicability
1.0
 Civilization (Video Game) / int_39441318
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_39441318
 Civilization (Video Game) / int_396be241
type
Video Game 3D Leap
 Civilization (Video Game) / int_396be241
comment
Video Game 3D Leap: IV. Given that the series uses a top-down perspective, it was largely a Presentation Upgrade, though there were a few gameplay benefits to the switch to 3D, such as being able to zoom in and out of the map.
 Civilization (Video Game) / int_396be241
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1.0
 Civilization (Video Game) / int_396be241
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_396be241
 Civilization (Video Game) / int_3974efe4
type
Requisite Royal Regalia
 Civilization (Video Game) / int_3974efe4
comment
Requisite Royal Regalia: The royalty of course wear their grand robes, capes, and cool crowns.
 Civilization (Video Game) / int_3974efe4
featureApplicability
1.0
 Civilization (Video Game) / int_3974efe4
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3974efe4
 Civilization (Video Game) / int_39b35d2b
type
Privateer
 Civilization (Video Game) / int_39b35d2b
comment
Privateer: This is a powerful ship type introduced the Gods & Kings expansion for V. They can gain gold from attacking coastal cities from the start (other melee type ships need a promotion first), and have a good chance of converting a defeated enemy ship into one of your own. A pretty versatile vehicle for the golden age of piracy. III had a less powerful version of the Privateer that functioned pretty much like any other warship, but you could use it to attack another civilization's ships even when not at war, and it appears "colorless" on the map so other civs don't know it's you that's attacking them. On the other hand, any civ can also attack those Privateers without repercussions. IV also had the Privateer, masked to allow the player to beat the tar out of enemy ships while remaining on good terms with them.
 Civilization (Video Game) / int_39b35d2b
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1.0
 Civilization (Video Game) / int_39b35d2b
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_39b35d2b
 Civilization (Video Game) / int_3a873e6
type
Screw the Money, This Is Personal!
 Civilization (Video Game) / int_3a873e6
comment
Screw the Money, This Is Personal!: Other civilizations adjust their asking price for trade goods based on how much they like you and how big of a threat you are. Alienate them enough and they'll refuse to sell you anything for any price.
 Civilization (Video Game) / int_3a873e6
featureApplicability
1.0
 Civilization (Video Game) / int_3a873e6
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_3a873e6
 Civilization (Video Game) / int_3ac5110b
type
Unintentionally Unwinnable
 Civilization (Video Game) / int_3ac5110b
comment
Unintentionally Unwinnable: It's possible to soft-lock the game in VI by getting two units of the same type stuck on the same tile when neither can move, such as having two Great People in a city center that's surrounded by enemies, as the game won't let you end your turn until they're not stacked on the same tile but every action you could take to get rid of one (activating them, moving them to another city, even deleting them in some cases) is blocked because they're stacked. The only way out of this is to reload an earlier autosave.
 Civilization (Video Game) / int_3ac5110b
featureApplicability
1.0
 Civilization (Video Game) / int_3ac5110b
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3ac5110b
 Civilization (Video Game) / int_3b39c254
type
Dystopia
 Civilization (Video Game) / int_3b39c254
comment
Dystopia: It's possible to turn your Civ into one. Or the entire world, as evidenced by one player who played the same world for the past ten years, resulting in a world that chillingly resembles Nineteen Eighty-Four.
 Civilization (Video Game) / int_3b39c254
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1.0
 Civilization (Video Game) / int_3b39c254
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 Civilization (Video Game)
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Civilization (Video Game) / int_3b39c254
 Civilization (Video Game) / int_3b789458
type
Recurring Extra
 Civilization (Video Game) / int_3b789458
comment
Recurring Extra: Several American native tribes. Most notable are the Cherokee and Arawak, who appeared in Colonization and were featured as City-States in "Conquest of the New World", a scenario in V.
 Civilization (Video Game) / int_3b789458
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1.0
 Civilization (Video Game) / int_3b789458
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3b789458
 Civilization (Video Game) / int_3c5ae1a1
type
Schizo Tech
 Civilization (Video Game) / int_3c5ae1a1
comment
Schizo Tech: A particularly skilled player can roll over his spear-equipped enemies with legions of tanks. (Well, all except That One Unit...) Just like Japan did in real life. This is bound to happen in any game where one player runs away with the science race. What could be more satisfying than crushing enemy spearmen with Giant Death Robots? This problem was noticeably worse before the concept of technological eras was further developed in III. In the first two games, one could climb disturbingly far up just one or two branches of the tech tree before finally having to go back and research, say, The Wheel. In II and earlier, you didn't necessarily even have to go back and research it. You could trade for techs without having all the prerequisites for them, so if you had all the follow-on techs, and didn't need the specific units or abilities that a particular tech gave you (chariots, in the case of The Wheel in II), you could ignore it completely. Which could lead to hilarious exchanges with AI civs: "We notice that your puny civilization hasn't even discovered The Wheel. We'll gladly give it to you in exchange for the secret of the Automobile." While tech trading was taken out of V, it is possible to get units that would logically need a technology you don't have. For example, you can make Chariot Archers without Archery, Ironclads without Sailing, or Gatling Guns without Gunpowder. Resources can work either way in III: India's elite unit, the War Elephant, can be built without access to ivory (represented as an elephant on the map). Samurai require both horses and iron despite not being mounted units. Saltpeter is needed to build Musketmen but not Riflemen (the notion being that industrial production supplants native saltpeter as a source); however, on the other hand, a civilization that has oil but not coal still cannot build railroads (diesel or oil-fired steam locomotives apparently aren't a thing in III's 'verse). Many of these were fixed in IV (War Elephants require ivory, Samurai replace Macemen instead of Knights and don't require horses, Saltpeter was removed entirely), but you still can't build railroads without Coal. A 2020 update for VI includes an option to randomize the order of the tech tree within a given era, making it possible to develop a technology before its logical prerequisite (to pick a simple example, Advanced Flight before regular Flight, meaning you theoretically know how to make a jet engine, but not the hangar to build it in).
 Civilization (Video Game) / int_3c5ae1a1
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1.0
 Civilization (Video Game) / int_3c5ae1a1
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3c5ae1a1
 Civilization (Video Game) / int_3ccaf3ac
type
No Swastikas
 Civilization (Video Game) / int_3ccaf3ac
comment
No Swastikas: The Third Reich is conspicuous in its near-total absence, although there is one quote from Adolf Hitler for IV's Fascism tech (though he's simply listed as "a German dictator" in the German version), and Erwin Rommel is featured as a Great General in Warlords. In any case, it is highly unlikely for Hitler to be playable in any future installments due to Germany's tough censorship laws restricting the depiction of Nazi material, not to mention the PR disaster it would bring. Because of this, one of the best-known player mods to II is the so-called "Fascism Patch", which, in addition to doing a great many other things (bugfixes, better-looking units and so on) replaces the Fundamentalism government type with Fascism and gives the player appropriate units including the Stormtrooper (elite infantry) and the Dive Bomber. There's also the World War II scenario in II; it has scripted AI, so the Axis and Allies will repeat events that happened in real life in the first few turns, like the Axis occupying Holland. On the other hand, the only built-in scenario for III dealing with World War II (in the Conquests expansion) was the Pacific Theatre. The "World War II: Road to War" mod included with the Beyond the Sword expansion for IV solves this problem by including two versions of each scenario — one with Hitler, and one in which he is replaced with Franz von Papen. The former is presumably taken out in countries where Nazi symbolism and direct references to the Third Reich are banned. Brave New World for V introduces ideologies modeled after the three major ones that emerged during the aforementioned World War II period (liberalism, communism, and fascism, just so we're on the same page). Except it's not called as such, it's freedom, order, and autocracy. One of the new Wonders introduced is Prora, a giant vacation resort... built by the Nazis. It even requires a Civilization to follow Autocracy in order to build it.
 Civilization (Video Game) / int_3ccaf3ac
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1.0
 Civilization (Video Game) / int_3ccaf3ac
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3ccaf3ac
 Civilization (Video Game) / int_3d455888
type
Then Let Me Be Evil
 Civilization (Video Game) / int_3d455888
comment
Then Let Me Be Evil: Can be invoked by the player. Once an AI starts denouncing you, it can be very hard to get back into their good books. This can lead a player to decide that, hey, since they're convinced you're beyond helping, you might as well show them what a warmongering monster really looks like.
 Civilization (Video Game) / int_3d455888
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1.0
 Civilization (Video Game) / int_3d455888
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 Civilization (Video Game)
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Civilization (Video Game) / int_3d455888
 Civilization (Video Game) / int_3d699462
type
Curb-Stomp Battle
 Civilization (Video Game) / int_3d699462
comment
Curb-Stomp Battle: Alarmingly common in V, from tearing through a undamaged city with a Giant Death Robot or to seemingly exaggerated and extreme cases of bringing down an enemy civilization with five Modern Armor units. It's even worse (or better) due to the inclusion of the "heal instantly" promotion: units gain experience from taking damage and surviving, so if one has a high enough defense, gets reduced to one HP, and gains a level, they can be back to full strength immediately the next turn. In other words, attacking them only makes them stronger. The Gods & Kings expansion has lowered the effect to only heal up to 50 HP (5 HP in the vanilla system). It also made cities quite a bit sturdier, with defensive buildings increasing the city's max health in addition to their combat rating. In the same game, garrisoning a unit in a city is a double-edged sword. While it does add the unit's strength to the city, it also means that if the city has been bombarded down to zero HP, then it doesn't matter whether the next attacker is a Spearman or the defender is a Tank Giant Death Robot; the latter is going to die when the city is captured. In the same game, being the first to open an ideology gives you a bonus tenet. Also, reaching the Modern Era lets you unlock an ideology without finding coal or building factories. Conveniently, there is one path across the Industrial Era that only requires three technologies- Scientific Theory, Electricity, Radio. As a result, you can get 6 Modern Infantry with 40 combat strength when most people have crossbows as their strongest units... with only 22 strength. A mechanic in Civ Rev: if your battle odds are 7:1 in favour on the attack, it's an Overrun, and the defending unit cries out in terror and flees with accompanying sound effect. Note that sometimes the unit can't animate itself away, and you still have to sit there watching your tank corps annihilate a squad of spearmen. (The Zulu have a special ability here: they win at 4:1.)
 Civilization (Video Game) / int_3d699462
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1.0
 Civilization (Video Game) / int_3d699462
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 Civilization (Video Game)
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Civilization (Video Game) / int_3d699462
 Civilization (Video Game) / int_3d948c2
type
Barbarous Barbary Bandits
 Civilization (Video Game) / int_3d948c2
comment
Barbarous Barbary Bandits: The Barbary Corsair is the Ottoman's unique unit in VI, replacing the generic Privateer available to other civilizations. Compared to the Privateer, they are cheaper and cost no movement points to perform coastal raids.
 Civilization (Video Game) / int_3d948c2
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1.0
 Civilization (Video Game) / int_3d948c2
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 Civilization (Video Game)
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Civilization (Video Game) / int_3d948c2
 Civilization (Video Game) / int_3dd3a9eb
type
Tone Shift
 Civilization (Video Game) / int_3dd3a9eb
comment
Tone Shift: The series as a whole has experienced several of these. Initially, I and II had a mostly-serious tone. I in particular seemed to go for the feel of an epic narrative given its opening sequence. Dialogue with other civs (as noted elsewhere) was mostly arrogant and haughty. Elvis was much of the source of both games' sillier moments, especially in II, where he acted as the Attitude Advisor on your High Council. (Though the High Council in general had their own hammy and silly moments.) III introduced a markedly sillier tone compared to the first two games. In diplomacy, leaders tend to make a lot of in-jokes or puns regarding themselves—for example, Hannibal insisting he is not a cannibal when you first meet him. If you're defeated in this game, you get treated to a screen showing your civ's leader, battered and bruised, being used as the bullseye for a dart board◊ while the other civ leaders mock you. A similar screen has them reacting poorly to being defeated◊ if you win—if they weren't allied with you, that is. IV retained the silly elements and in-jokey dialogue from III and introduced even more silliness. Putting aside units responding to orders in their corresponding civ's language, some take to Speaking Simlish and Sim-like grunts when idle or performing actions. Revolution got even more Denser and Wackier than IV. The Sim-speak is even more pronounced in this game, even among the leaders. Barbarians have rather hammy dialogue in your encounters with them. Advisors (and other leaders!) will appear on-screen and shove each other out of the way when they have something they want to tell you and you're already speaking with someone else. So far, V stands out from the series has having a uplifting and awe-inspiring tone, reinforced by its use of Art Deco motifs for its UI. Where the art style of VI, Revolution and VI are more stylized or even cartoony, V aimed for a more realistic style. VI takes the series back to a more stylized and Lighter and Softer tone. The art direction for the leaders, units, and individual characters wouldn't be out of place in a Pixar movie. Dialogue in diplomacy retains most of the seriousness V had, though it can have some lighter moments, such as when when leaders describe what their delegation's bringing you, or when they (or you) send an invitation to a city.
 Civilization (Video Game) / int_3dd3a9eb
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1.0
 Civilization (Video Game) / int_3dd3a9eb
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3dd3a9eb
 Civilization (Video Game) / int_3dd9b78a
type
DoomSayer
 Civilization (Video Game) / int_3dd9b78a
comment
Doomsayer: Included in VI's Apocalypse game mode in the form of the Soothsayer, a special religious unit who can travel into enemy territory and "predict" an impending natural disaster.
 Civilization (Video Game) / int_3dd9b78a
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1.0
 Civilization (Video Game) / int_3dd9b78a
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3dd9b78a
 Civilization (Video Game) / int_3f0310d6
type
Magikarp Power
 Civilization (Video Game) / int_3f0310d6
comment
Magikarp Power: America is the patron saint of this trope in this game. All of their special units and bonuses only appear in the Industrial Era, but those B-52 bombers and Navy SEALs hit hard. In VI they also get the Film Studio unique building which can help them snag a late-game Cultural Victory. In III, the Agricultural trait provides +1 Food from tiles adjacent to rivers... but under Despotism, the starting government, no regular tile can yield more than two of anything, which renders the bonus almost useless until you've researched and switched to another government type. Once you have — and assuming you remembered to settle near rivers — expect your food production to skyrocket and your cities to swell in size. England is a naval power geared towards gaining an intercontinental empire, but crossing ocean tiles isn't possible until the Renaissance, so for the first half of the game England won't be doing anything special - except quietly bulking up on its army tech, of course. As soon as the Renaissance hits, England will be locking down maritime trade and invading all over the place with deadly Ships of the Line and Redcoats. Venice tends to have a rough early game because it can only control one city, meaning one wrong move can be fatal, especially if you're placed next to a warlike Civ. However, later on you'll be swimming in boatloads of cash and can simply buy whatever military units you need and bribe every other city-state to your cause, provided of course you don't instead simply use Merchants of Venice to make them your puppets. Brazil in V doesn't fare well in the early game because its start bias is for jungle terrain, meaning you'll have a lot of hardly usable real-estate and you'll probably also start next to the Aztecs. But in the Renaissance, Brazilwood Camps can be very diversely useful and your University bonuses can make you quite the scientific powerhouse. The Zulus in V are both this and a Crutch Character. They have nothing really going for them in the early-game nor the late-game, but in the Medieval period they get their Impis and their special promotions, allowing them to go on a path of bloody conquest until gunpowder is invented, the Impi become obsolete, and the Zulus are Brought Down to Normal. Scout units in Civ VI are individual Magikarps. They start out weaker than the base combat unit of the game, but they have a unique promotion tree that starts with them becoming able to move through rough terrain and terminates with them getting a whopping 20-point combat bonus (that's an entire technological age!) and being able to retreat after attacking. The medieval, industrial and modern versions of the unit trade their melee attack for a ranged one which lets them pick off enemies from a distance without endangering themselves. There's a reason why the modern version of them are Spec Ops soldiers. The trick is keeping them alive long enough to get promoted that high.
 Civilization (Video Game) / int_3f0310d6
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1.0
 Civilization (Video Game) / int_3f0310d6
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 Civilization (Video Game)
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Civilization (Video Game) / int_3f0310d6
 Civilization (Video Game) / int_3f1f6c04
type
The Cover Changes the Meaning
 Civilization (Video Game) / int_3f1f6c04
comment
The Cover Changes the Meaning: In V, every leader has a theme based on a well known folk tune from his or her respective culture ("America The Beautiful" for Washington, "I Vow To Thee My Country" for Elizabeth I, etc.) There are two arrangements for each tune—one for when you are at peace with the civ, and one when you are at war. The wartime tunes often change a decidedly pleasant and uplifting tune into something sinister.
 Civilization (Video Game) / int_3f1f6c04
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1.0
 Civilization (Video Game) / int_3f1f6c04
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3f1f6c04
 Civilization (Video Game) / int_3f9ffeb0
type
AdventureArchaeologist
 Civilization (Video Game) / int_3f9ffeb0
comment
Adventure Archaeologist: In Brave New World, both the archaeologist icon and a specific achievement are Shout Outs to the Adventure Archaeologist.
 Civilization (Video Game) / int_3f9ffeb0
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1.0
 Civilization (Video Game) / int_3f9ffeb0
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3f9ffeb0
 Civilization (Video Game) / int_3fca462c
type
Deus ex Machina
 Civilization (Video Game) / int_3fca462c
comment
The Tech quote for "Machinery" in IV is "A god from the machine"
 Civilization (Video Game) / int_3fca462c
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1.0
 Civilization (Video Game) / int_3fca462c
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3fca462c
 Civilization (Video Game) / int_3fe2b13f
type
Ungrateful Bastard
 Civilization (Video Game) / int_3fe2b13f
comment
Gathering Storm introduces a grievances/favors system, which quantifies dickish behavior and helpful behavior. Prior to the expansion, the A.I. would tend to label all your wars as aggression, even if you were simply trying to stop a rival Civ from attacking a city-state or converting all your cities to their religion. With the expansion, you get a type of currency that justifies striking out at an antagonistic Civ after you've put up with their abuses for a while. Favors, similarly, is a currency that rewards you for being nice to other civs so you don't run into Ungrateful Bastard behavior for helping, or at least get something solid to show for it.
 Civilization (Video Game) / int_3fe2b13f
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1.0
 Civilization (Video Game) / int_3fe2b13f
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_3fe2b13f
 Civilization (Video Game) / int_405f6f52
type
Recycled Soundtrack
 Civilization (Video Game) / int_405f6f52
comment
Recycled Soundtrack: Several cases— The main theme and music used in the Opening Narration for I makes a return with said narration in IV. II took Montezuma's theme from I and made it a Leitmotif for the game itself, while an alternate take ("Tenochtitlan Revealed") is part of the in-game soundtrack. (This was also done for other I leaders who had original music: Hammurabi's theme became "Hammurabi's Code," Ramesses' theme became "Harvest of the Nile," Caesar's theme became "Augustus Rises," Alexander's theme became "Aristotle's Pupil," Mao's theme became "The Shining Path," and Gandhi's theme became "Gautama Ponders.") IV specifically brings back the leitmotifs from I for most of the returning leaders: specifically Ramesses, Caesar, Montezuma, Elizabeth, Napoleon, Frederick, Stalin and Mao. For Ramesses and Stalin, their songs were first used by Hatshepsut and Peter before they got added to the game in expansions. Similarly, the funeral dirge that plays in II when a civilization (whether it's yours or another) is destroyed comes from the game over sequence from I. The theme came back again in IV, but this time as Bismarck's theme.
 Civilization (Video Game) / int_405f6f52
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1.0
 Civilization (Video Game) / int_405f6f52
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_405f6f52
 Civilization (Video Game) / int_40bb59d0
type
Blatant Lies
 Civilization (Video Game) / int_40bb59d0
comment
Some AIs will take you to war several times, negotiate peace, and go right back to being "Friendly" again. Really, take it as a rule: If the AI thinks you're too weak to defend yourself (even when you really aren't), you will be attacked.
 Civilization (Video Game) / int_40bb59d0
featureApplicability
1.0
 Civilization (Video Game) / int_40bb59d0
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_40bb59d0
 Civilization (Video Game) / int_40cc43af
type
Easy Communication
 Civilization (Video Game) / int_40cc43af
comment
Easy Communication: All of your soldiers and cities can be instantly ordered to do anything, even in the ages before radio.
 Civilization (Video Game) / int_40cc43af
featureApplicability
1.0
 Civilization (Video Game) / int_40cc43af
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_40cc43af
 Civilization (Video Game) / int_4156b553
type
Copy Protection
 Civilization (Video Game) / int_4156b553
comment
Copy Protection: In the first game, there would be two instances in the early parts of the game where you had to look up a civilization advance in the manual. You were shown a picture of a random one, then given a large set of multiple-choice answers of which two advances were its direct prerequisites. (The in-game justification was that "A usurper claims you are not the rightful king!") If you were wrong, you lost all the military units you had outside of your cities, but could still continue the game. Ironically, all the advances were also documented in the in-game Civilopedia (but you couldn't check it as you were being asked), and even if you didn't read that, the answers could often be worked out logically anyway. It would ask you things like "Which advance requires knowledge of Steam Engine and Bridge Building?" (Uh... could it be Railroad? Ya think?) And even the less obvious ones were easy to memorize after you'd played the game a few times.
 Civilization (Video Game) / int_4156b553
featureApplicability
1.0
 Civilization (Video Game) / int_4156b553
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4156b553
 Civilization (Video Game) / int_41d3778a
type
Benevolent Architecture
 Civilization (Video Game) / int_41d3778a
comment
Benevolent Architecture: If you or the AI is playing a Civ that has bonuses in certain terrain, the game will generally place you in said terrain. For example, in III if your civilization had the Seafaring trait, you will always start near the sea, and in V, the Celts (who get bonus faith from forests) and the Iroquois (who can travel through forests as if they were roads) will start near plenty of forest.
 Civilization (Video Game) / int_41d3778a
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1.0
 Civilization (Video Game) / int_41d3778a
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_41d3778a
 Civilization (Video Game) / int_41dd77d
type
Zerg Rush
 Civilization (Video Game) / int_41dd77d
comment
Zerg Rush: Seen in VI's religious combat. Because a converted city isn't actually a blow to an opponent (they still get all the yields of the city) it's trivially easy for them to just buy a missionary and convert it back. Instead of doing it one city at a time, the most effective way of shutting down a competing religion is to build up a force of missionaries then send them all to convert every city at once making it so it's physically impossible for your opponent to undo the damage since they don't have any cities left to buy missionaries that aren't your religion.
 Civilization (Video Game) / int_41dd77d
featureApplicability
1.0
 Civilization (Video Game) / int_41dd77d
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_41dd77d
 Civilization (Video Game) / int_420ab7c6
type
Smart Bomb
 Civilization (Video Game) / int_420ab7c6
comment
Smart Bomb: Not a recommended move, but since Nukes have an area effect of wiping out (or heavily decimating) all units within one square of ground zero, one might use one in desperation if facing multiple stacks of units in proximity to each other, closing in on your territory and outnumbering and outgunning whatever units you have readily available for defense. The drawbacks being huge amounts of land pollution (also on all those squares) which you may need to clean up, and ensuring retaliation in kind (including by third parties disgusted by your use of nukes) if a nuclear war isn't already underway.
 Civilization (Video Game) / int_420ab7c6
featureApplicability
1.0
 Civilization (Video Game) / int_420ab7c6
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_420ab7c6
 Civilization (Video Game) / int_42beac64
type
The Magnificent Seven Samurai
 Civilization (Video Game) / int_42beac64
comment
Another CtP2 RPG-like scenario essentially follows The Magnificent Seven Samurai plot.
 Civilization (Video Game) / int_42beac64
featureApplicability
1.0
 Civilization (Video Game) / int_42beac64
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_42beac64
 Civilization (Video Game) / int_42d9daf9
type
No Fair Cheating
 Civilization (Video Game) / int_42d9daf9
comment
No Fair Cheating: Earlier games included a cheat function, allowing you to do all kinds of things, like alter amounts of gold and production, spawn and heal units, and edit enemy cities, stalling their production, reducing their population, or even straight-up deleting them, but if you enabled this your score was recorded with a big red "CHEATER" tag. In V and Beyond Earth the cheat menu is absent, but a Game Mod called In Game Editor replicates most of the traditional cheat functions. Unfortunately, playing with any mod, even purely cosmetic ones, disables all achievements.
 Civilization (Video Game) / int_42d9daf9
featureApplicability
1.0
 Civilization (Video Game) / int_42d9daf9
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_42d9daf9
 Civilization (Video Game) / int_4353c4b7
type
Magically-Binding Contract
 Civilization (Video Game) / int_4353c4b7
comment
Magically-Binding Contract: In the earlier games of the series, the players were free to break treaties as they wished. Later on, some treaties were given a minimum duration - for example, after signing a peace treaty in IV, it is actually impossible to declare war against the same player for 10 turns.
 Civilization (Video Game) / int_4353c4b7
featureApplicability
1.0
 Civilization (Video Game) / int_4353c4b7
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4353c4b7
 Civilization (Video Game) / int_4364fe24
type
Ethereal Choir
 Civilization (Video Game) / int_4364fe24
comment
Ethereal Choir: Civ VI has Sogno di Volare ("The Dream of Flight"), a stirring paean to the achievements of humanity, sung in Italian.
 Civilization (Video Game) / int_4364fe24
featureApplicability
1.0
 Civilization (Video Game) / int_4364fe24
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4364fe24
 Civilization (Video Game) / int_43b154c9
type
Not Even Bothering with the Accent
 Civilization (Video Game) / int_43b154c9
comment
Not Even Bothering with the Accent: The intro movie for V has a Arabic Chieftain explaining a dream of world domination to his son. For some reason, both speak with heavy English accents. Of course, since he dreams of his people being samurai, building the Great Pyramid, storming a castle, and being Norse invaders, the two are likely suppose to represent a generic vision of humanity rather than a specific civilization.
 Civilization (Video Game) / int_43b154c9
featureApplicability
1.0
 Civilization (Video Game) / int_43b154c9
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_43b154c9
 Civilization (Video Game) / int_457655dd
type
Human Popsicle
 Civilization (Video Game) / int_457655dd
comment
Human Popsicle: The crew of the spaceship that flies to Alpha Centauri in the Technology victory.
 Civilization (Video Game) / int_457655dd
featureApplicability
1.0
 Civilization (Video Game) / int_457655dd
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_457655dd
 Civilization (Video Game) / int_45bf382b
type
Game Mod
 Civilization (Video Game) / int_45bf382b
comment
Game Mod: Tons, including such main-stays like Fall from Heaven and Caveman2Cosmos for IV. Steam versions of Civilization V have access to the Steam Workshop which allows for all sorts of fictional and non-fictional empires to suddenly become playable. These include the enemy barbarians already ingame, Penguins, and Pirates.
 Civilization (Video Game) / int_45bf382b
featureApplicability
1.0
 Civilization (Video Game) / int_45bf382b
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_45bf382b
 Civilization (Video Game) / int_4604fd4d
type
Worthy Opponent
 Civilization (Video Game) / int_4604fd4d
comment
Worthy Opponent: Sometimes, the leader of an enemy nation will consider you to be this.
 Civilization (Video Game) / int_4604fd4d
featureApplicability
1.0
 Civilization (Video Game) / int_4604fd4d
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4604fd4d
 Civilization (Video Game) / int_468d28be
type
Million Mook March
 Civilization (Video Game) / int_468d28be
comment
Million Mook March: Large standing armies come at a cost: not building anything else and support costs, and thus not all that viable for non-pure military. They suddenly do become viable as soon as you research Flight and build an airport in a dedicated military city. This allows you to instantly transport a unit as soon as it is completed to any of your cities (or allied cities if needed) while the production center may not have any buildings all that useful to build at that point in the game. V offers a few Policies that make a small army worthwhile, and the combat system generally favors small armies of high-tech units. However, you can have as many planes in the same city as you want (prior to the October 2013 patch), which invokes this trope if you happen to have enough oil or aluminum to support a large air force. This makes the Arabs — who get double oil production — excellent for players who enjoy Death from Above.
 Civilization (Video Game) / int_468d28be
featureApplicability
1.0
 Civilization (Video Game) / int_468d28be
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_468d28be
 Civilization (Video Game) / int_46bcebfd
type
Starship Luxurious
 Civilization (Video Game) / int_46bcebfd
comment
Starship Luxurious: In II, you could launch a half-assembled, rickety ship toward Alpha Centauri, as long as it had all the most crucial components. It would almost certainly fail to reach the target, but you could still try. In III, you can only launch a finished spaceship. Component list includes various important machinery... and Planetary Party Lounge, "the most expensive discotheque and museum gallery ever made", with "professional masseuses and physical therapists (...) on hand to see to the pleasures of the body". That despite the ship being also equipped with stasis chambers.
 Civilization (Video Game) / int_46bcebfd
featureApplicability
1.0
 Civilization (Video Game) / int_46bcebfd
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_46bcebfd
 Civilization (Video Game) / int_474a2a5e
type
Cultural Posturing
 Civilization (Video Game) / int_474a2a5e
comment
Cultural Posturing: The Cultural Victory consists of developing your civ's culture to a point where it's impossible for the opposition to catch up. In Civ V vanilla, this involved building the Utopia Project once you've completed the required number of Policy Trees. In "Brave New World" and Civ VI, the mechanic was changed to building up enough Culture (your "defense") and Tourism (your "attack") for the holiday makers from the other civs to conclude that your culture is just better. After all, if everybody wears your blue jeans and listens to your rock music, you can say you've conquered the world... in a manner of speaking.
 Civilization (Video Game) / int_474a2a5e
featureApplicability
1.0
 Civilization (Video Game) / int_474a2a5e
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_474a2a5e
 Civilization (Video Game) / int_48078a7
type
Cool Versus Awesome
 Civilization (Video Game) / int_48078a7
comment
Cool Versus Awesome: Civilization is a game where some of the greatest leaders in history go head-to-head in a battle for world domination. Genghis Khan versus George Washington! Alexander the Great versus Catherine the Great! Nebuchadnezzar II versus Napoleon Bonaparte!
 Civilization (Video Game) / int_48078a7
featureApplicability
1.0
 Civilization (Video Game) / int_48078a7
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_48078a7
 Civilization (Video Game) / int_48218d3d
type
Neutrality Backlash
 Civilization (Video Game) / int_48218d3d
comment
Neutrality Backlash: What happens in IV if you try to stay neutral in a war between two other countries. Your points with both countries will go down. Generally in effect for V especially when a very rare request is made by the AI for you to denounce another civ. If you don't do it, they will rant at you in perfect spirit with the trope and possibly even declare war.
 Civilization (Video Game) / int_48218d3d
featureApplicability
1.0
 Civilization (Video Game) / int_48218d3d
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_48218d3d
 Civilization (Video Game) / int_4832a3bb
type
Always Chaotic Evil
 Civilization (Video Game) / int_4832a3bb
comment
Always Chaotic Evil: The Barbarians are universally violent into Omnicidal Maniac territory, and unlike other civs, they simply cannot be reasoned with whatsoever. Most of the time, Violence is the Only Option when dealing with Barbarians. Averted with VI's Barbarian Clans game mode, which allows barbarian camps to eventually become city-states if they aren't destroyed first, as well as allowing a few diplomatic options with them even before this.
 Civilization (Video Game) / int_4832a3bb
featureApplicability
-1.0
 Civilization (Video Game) / int_4832a3bb
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4832a3bb
 Civilization (Video Game) / int_4987746e
type
Ridiculously Fast Construction
 Civilization (Video Game) / int_4987746e
comment
Ridiculously Fast Construction: Builders in VI create all terrain improvements instantly, though they can only make a few before they disappear (the exact number can be increased in several ways).
 Civilization (Video Game) / int_4987746e
featureApplicability
1.0
 Civilization (Video Game) / int_4987746e
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4987746e
 Civilization (Video Game) / int_4e3d253b
type
Downer Ending
 Civilization (Video Game) / int_4e3d253b
comment
...until it was revealed that the player in question deliberately steered the world back into a polluted, nuclear radiation-littered hellhole locked in a Forever War, all just to justify the continuation of his own Orwellian authoritarian rule.
 Civilization (Video Game) / int_4e3d253b
featureApplicability
1.0
 Civilization (Video Game) / int_4e3d253b
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4e3d253b
 Civilization (Video Game) / int_4f4372e9
type
Early-Installment Weirdness
 Civilization (Video Game) / int_4f4372e9
comment
Early-Installment Weirdness: The original game had no worker unit, settlers did that job. Aircraft were units you moved around the map - make sure you get them back to a city next turn or they crash! Your civilization had no borders, just cities - that wasn't until III. Zones of control - The game was built to be incredibly picky about where you could put a unit in relation to an enemy.
 Civilization (Video Game) / int_4f4372e9
featureApplicability
1.0
 Civilization (Video Game) / int_4f4372e9
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4f4372e9
 Civilization (Video Game) / int_4fa26bf8
type
And Your Reward Is Interior Decorating
 Civilization (Video Game) / int_4fa26bf8
comment
And Your Reward Is Interior Decorating: Prevalent in most versions of I, II, and III. In these games, when your civilization hit certain milestones, your civilization's people would spontaneously collaborate to renovate a part of your palace (I and III) or throne room (II) as you saw fit.
 Civilization (Video Game) / int_4fa26bf8
featureApplicability
1.0
 Civilization (Video Game) / int_4fa26bf8
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_4fa26bf8
 Civilization (Video Game) / int_5009999d
type
Painting the Medium
 Civilization (Video Game) / int_5009999d
comment
Painting the Medium: Some versions of I, when engaging in diplomacy with other civilizations, have specific fonts for the leader's dialogue. For example, in the DOS version Frederick,◊ Elizabeth◊, Napoleon,◊ Lincoln,◊ and Stalin◊ all use the same serif font. Ghandi,◊ Hammurabi,◊ Montezuma,◊ and Genghis Khan◊ use a curlier font. Alexander,◊ Caesar,◊ Shaka,◊ and Mao◊ use a font that's evocative of ancient Greek. The Windows and Macintosh versions of I lean even harder on the use of Foreign Looking Fonts. Frederick◊ simply uses a Blackletter font, but Stalin's font◊ goes ham with the The Backwards Я. Alexander and Mao similarly had fonts strongly meant to invoke their civilization's writing system. (Many other leaders, however, simply opted for a more plain but unique font. You can see the whole gamut in this video.)
 Civilization (Video Game) / int_5009999d
featureApplicability
1.0
 Civilization (Video Game) / int_5009999d
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5009999d
 Civilization (Video Game) / int_50166c5d
type
Good Pays Better
 Civilization (Video Game) / int_50166c5d
comment
Good Pays Better: The Republic and Democracy forms of government place some restrictions on your foreign policy (harder to initiate or sustain a war effort) and support for military units, and your populace gets discontented quicker when you are engaged in war (even those not initiated by you)—not exactly easy for a player bent on conquest (at least early and mid game), compared to Despotism, Monarchy, or Communism. But the economic benefits of these government forms (especially Democracy) is astronomical, to the point that late in the game the player can still pay for a large military (with advanced technology paid for with more money that can go into research or tech trades) if they're so inclined, and become a formidable superpower. Or they're more likely to achieve the technological victory (first ship to Alpha Centauri). In first and second game Democracy was a Game-Breaker, since it gave you immunity to corruption - your empire could run smoothly without any loss of money from its sheer size. Not only that, but keeping the majority of your citizens happy and entertained allowed your cities to gain one population point per turn each as long as you had enough food to sustain growth and luxuries to stave off discontent.
 Civilization (Video Game) / int_50166c5d
featureApplicability
1.0
 Civilization (Video Game) / int_50166c5d
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_50166c5d
 Civilization (Video Game) / int_5029a6a9
type
Blow Gun
 Civilization (Video Game) / int_5029a6a9
comment
Blow Gun: In Revolution, one of the barbarian tribes you can encounter has a spokesman who threatens you with a blow gun.
 Civilization (Video Game) / int_5029a6a9
featureApplicability
1.0
 Civilization (Video Game) / int_5029a6a9
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5029a6a9
 Civilization (Video Game) / int_5049f19d
type
Do Well, But Not Perfect
 Civilization (Video Game) / int_5049f19d
comment
Do Well, But Not Perfect: It's up to the RNG, but in quite a few situations, particularly in V, it's better for your unit to take an enemy unit down to very low HP instead of outright destroying it. This is because destroying it makes your unit move in to the tile the enemy had occupied, which is usually deeper in enemy territory than the tile your unit is currently occupying, perhaps in range of an enemy city's fire.
 Civilization (Video Game) / int_5049f19d
featureApplicability
1.0
 Civilization (Video Game) / int_5049f19d
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5049f19d
 Civilization (Video Game) / int_506143c1
type
Fisher Kingdom
 Civilization (Video Game) / int_506143c1
comment
Fisher Kingdom: In III, the appearance and attire of a civ's leader changed with the ages.
 Civilization (Video Game) / int_506143c1
featureApplicability
1.0
 Civilization (Video Game) / int_506143c1
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_506143c1
 Civilization (Video Game) / int_5067fd81
type
Everyone Is Bi
 Civilization (Video Game) / int_5067fd81
comment
Everyone Is Bi: Leaders who flirt with the player at high relation do so regardless of the gender of the leader selected by the player. Catherine the Great has been particularly notorious for this throughout the series, but in V this was taken up to eleven: Averted with Harald Bluetooth, who will make passes at and take off his helmet for female rulers, but not men.
 Civilization (Video Game) / int_5067fd81
featureApplicability
-1.0
 Civilization (Video Game) / int_5067fd81
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5067fd81
 Civilization (Video Game) / int_50b05d30
type
Disproportionate Retribution
 Civilization (Video Game) / int_50b05d30
comment
Disproportionate Retribution: While spies getting caught does result in international incidents, declaring war over catching one might be going a bit far. You can do so.
 Civilization (Video Game) / int_50b05d30
featureApplicability
1.0
 Civilization (Video Game) / int_50b05d30
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_50b05d30
 Civilization (Video Game) / int_50baf62b
type
Item-Drop Mechanic
 Civilization (Video Game) / int_50baf62b
comment
Item-Drop Mechanic: Barbarians in the franchise often have some kind of reward mechanic associated with their defeat— In I and II, Barbarian Leaders give a sum of gold upon defeat, representing the ransom paid by the leader's kinsmen for his release. In I the reward is always 100 Gold, but in II the amount depends on the level of Barbarian activity chosen at the game's start—from 50 for "Roving Bands" to 150 for "Raging Hordes." Also, the Barbarian Leader needs to be attacked while he is alone. If he's killed as part of a stack of units, you'll get no ransom. In Revolution and Revolution 2, conquered Barbarian encampments provide rewards similar to the "Goody Huts" of earlier games. For example, the survivors may join your civilization as Settlers, you might find new technology, or you may get a new military unit.
 Civilization (Video Game) / int_50baf62b
featureApplicability
1.0
 Civilization (Video Game) / int_50baf62b
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_50baf62b
 Civilization (Video Game) / int_51030afb
type
Primitive Clubs
 Civilization (Video Game) / int_51030afb
comment
Primitive Clubs: The first military unit in the Tech Tree is the warrior, which from Civilization IV onwards is depicted with a simple club.
 Civilization (Video Game) / int_51030afb
featureApplicability
1.0
 Civilization (Video Game) / int_51030afb
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_51030afb
 Civilization (Video Game) / int_5105d2a
type
Munchkin
 Civilization (Video Game) / int_5105d2a
comment
Munchkin: Some A.I.s, especially in V, play to win. For example, if they have nukes and you're about to win by peaceful means, they are likely to declare war and drop those nukes. But at least they don't exploit any bugs. And they usually play to their strengths. Alexander for example will put his City-state relations bonus to good use by befriending as many as possible, even if he isn't going for a diplomatic victory.
 Civilization (Video Game) / int_5105d2a
featureApplicability
1.0
 Civilization (Video Game) / int_5105d2a
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5105d2a
 Civilization (Video Game) / int_52989fee
type
Narrator
 Civilization (Video Game) / int_52989fee
comment
Narrator: In more recent games, they've had most of their descriptive text be read aloud, following in the footsteps of Sid Meier's Alpha Centauri. Though in this case, they only have one person doing the job: Leonard Nimoy in IV. Though Nimoy wasn't hired for the expansion packs, making the new narration (by Sid Meier) rather jarring. W. Morgan Sheppard in V. Unlike Nimoy, he did come back for the expansions, and even did the voice-work for the marketing featurettes in Brave New World. Sean Bean in VI.
 Civilization (Video Game) / int_52989fee
featureApplicability
1.0
 Civilization (Video Game) / int_52989fee
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_52989fee
 Civilization (Video Game) / int_535ec99d
type
Non-Entity General
 Civilization (Video Game) / int_535ec99d
comment
Non-Entity General: Both played straight for the player's leader (although you can choose your leader from among all the available ones, AI players react to you the same way regardless), and averted by AI leaders, some of whom are much more trigger-happy than others (looking at you, Isabella), and all of whom have personalized and sometimes entertaining interactions. For instance, if presented with a deal she doesn't like, Catherine the Great may slap "the player", complete with Star Trek Shake, while if your relations are good, she may favor you with a flirtatious wink. Tick off Sumerian badass Gilgamesh, and he'll grab your throat, bring you up close for a Death Glare, then hurl you back.
 Civilization (Video Game) / int_535ec99d
featureApplicability
-1.0
 Civilization (Video Game) / int_535ec99d
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_535ec99d
 Civilization (Video Game) / int_53c74613
type
Tactical Superweapon Unit
 Civilization (Video Game) / int_53c74613
comment
Tactical Superweapon Unit: The Giant Death Robot is a unique endgame "Super-unit" with greater melee strength than an army full of the next-most powerful unit, plus unmatched ranged strength, resistance to nuclear weapons, and the ability to upgrade it further with Future tech, such as a city-busting particle beam cannon.
 Civilization (Video Game) / int_53c74613
featureApplicability
1.0
 Civilization (Video Game) / int_53c74613
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_53c74613
 Civilization (Video Game) / int_5432a8a1
type
Non-Combat EXP
 Civilization (Video Game) / int_5432a8a1
comment
Non-Combat EXP: Scout units can gain Experience Points by claiming villages and discovering Natural Wonders to make up for the fact that it's difficult for them to survive direct combat with other units and gain Experience Points that way.
 Civilization (Video Game) / int_5432a8a1
featureApplicability
1.0
 Civilization (Video Game) / int_5432a8a1
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5432a8a1
 Civilization (Video Game) / int_54689fb6
type
Eagle Squadron
 Civilization (Video Game) / int_54689fb6
comment
You may or may not be able to get your supposed allies to fight your enemies with you, but in V, allied City-States will also declare war on your enemy with you. They won't send their armies too far, but they'll cut off all trade with your enemy, and one Autocracy ideological tenet will have militaristic City-States donate units to you much more often. In VI, the suzerain of a city-state can pay gold to levy a city-states military, taking control of it for a period of time.
 Civilization (Video Game) / int_54689fb6
featureApplicability
1.0
 Civilization (Video Game) / int_54689fb6
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_54689fb6
 Civilization (Video Game) / int_54d5074
type
Speaking Simlish
 Civilization (Video Game) / int_54d5074
comment
IV retained the silly elements and in-jokey dialogue from III and introduced even more silliness. Putting aside units responding to orders in their corresponding civ's language, some take to Speaking Simlish and Sim-like grunts when idle or performing actions.
 Civilization (Video Game) / int_54d5074
featureApplicability
1.0
 Civilization (Video Game) / int_54d5074
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_54d5074
 Civilization (Video Game) / int_5521ed05
type
No Animals Were Harmed
 Civilization (Video Game) / int_5521ed05
comment
No Animals Were Harmed: In Civilization VI any cavalry unit who gets killed will have their horse survive and flee the battlefield, compared to older versions where both horse and rider died. The same applies to scouts and their dogs.
 Civilization (Video Game) / int_5521ed05
featureApplicability
1.0
 Civilization (Video Game) / int_5521ed05
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5521ed05
 Civilization (Video Game) / int_5526b660
type
Humans Are White
 Civilization (Video Game) / int_5526b660
comment
Humans Are White: With the exception of special units, all units in III and IV are white. However, the Beyond the Sword expansion for IV added different skin sets for different civilizations (Mali has black swordsmen etc).
 Civilization (Video Game) / int_5526b660
featureApplicability
1.0
 Civilization (Video Game) / int_5526b660
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_5526b660
 Civilization (Video Game) / int_558245a7
type
Redshirt Army
 Civilization (Video Game) / int_558245a7
comment
Redshirt Army: "Nationhood" allows you to draft military units, but they are less effective than ones built the normal way and cost population.
 Civilization (Video Game) / int_558245a7
featureApplicability
1.0
 Civilization (Video Game) / int_558245a7
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_558245a7
 Civilization (Video Game) / int_55a329c7
type
Worker Unit
 Civilization (Video Game) / int_55a329c7
comment
Worker Unit: Workers and settlers.
 Civilization (Video Game) / int_55a329c7
featureApplicability
1.0
 Civilization (Video Game) / int_55a329c7
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_55a329c7
 Civilization (Video Game) / int_55afe8af
type
Ley Line
 Civilization (Video Game) / int_55afe8af
comment
The Hermetic Order are an alchemy and Ley Line focused Mage-like order that centers around science generation and identifying and improving Ley Line tiles by earning Great People.
 Civilization (Video Game) / int_55afe8af
featureApplicability
1.0
 Civilization (Video Game) / int_55afe8af
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_55afe8af
 Civilization (Video Game) / int_56515a39
type
Artistic License – History
 Civilization (Video Game) / int_56515a39
comment
Artistic License – History: One Civilopedia entry described Julius Caesar as being the "first emperor of Rome." That was actually his adopted son Augustus; Julius himself was never anything more than dictator for life. The Civilopedia entry for frigates in V says: "During the War of 1812 the United States deployed so-called 'super frigates' which carried up to 90 guns," naming USS Constitution as an example. According to the U.S. Navy's own fact file, she carried 52 guns during that war. Her sister ships likely had similar armament. A ship carrying 90 guns would have been, at least going by the Royal Navy's system during the Napoleonic Wars, a second-rate ship of the line and not a frigate. In VI, many of the leaders' religious preferences are different than their real-life beliefs: Gandhi's explicit preference for Hinduism makes sense given that Jainism, the other major religion that informed his philosophy, is not one of the twelve available religions in-game. Dido's preference for Judaism is obviously derived from her Punic origins (and to allow one civ leader to prefer Judaism, since the Israelites are not a featured civ), but Dido was certainly not Jewish and neither was Carthage (which practiced Punic polytheism). Harald Hardrada's preference for Protestantism reflects the Reformation which swept Scandinavia nearly half a millennium after he lived. Hardrada was Catholic, though he feuded with the Church during his reign (as did many other Catholic monarchs, then and ever since). The real Kristina of Sweden would no doubt consider her preference for Protestantism a grave insult, since she abdicated her throne and converted to Roman Catholicism. VI claims that spices were popular historically because they could cover the taste of spoiled food. This makes no sense as spices tended to be extremely expensive, to the point anyone who could buy spices could easily afford fresh food, and even though hygiene standards were less sophisticated in the past, people didn't eat rotting food unless they were desperate or it being fermented being part of the dish.
 Civilization (Video Game) / int_56515a39
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Civilization (Video Game) / int_56515a39
 Civilization (Video Game) / int_567e7c4d
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Wounded Gazelle Gambit
 Civilization (Video Game) / int_567e7c4d
comment
Wounded Gazelle Gambit: Works well in Civilization V. If you deliberately leave your military somewhat weak, many computer opponents near you won't be able to resist taking the bait and declaring war on you. However, since it's much easier to fight a defensive war AND the computer is TERRIBLE at fighting battles, it's not too hard to get yourself set up in a situation where you can rapidly upgrade your defenses to fight the opponent off, and the humiliated opponent will sue for peace often offering you a city of theirs in return. You've just expanded your empire, annihilated their troops, given your troops some valuable experience points, and they are the ones who have taken the reputation loss. Bonus points if you can trick an enemy into doing this while having the Great Wall and/or forcing them to march through rough terrain just to approach your cities while you gleefully pick them off at range.
 Civilization (Video Game) / int_567e7c4d
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Civilization (Video Game) / int_567e7c4d
 Civilization (Video Game) / int_56b53152
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Green Aesop
 Civilization (Video Game) / int_56b53152
comment
Early games had a serious love for the Green Aesop, with pollution and Global Warming being punishing to Anvilicious levels. Toned down, but never truly abandoned, in later entries.
 Civilization (Video Game) / int_56b53152
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Civilization (Video Game) / int_56b53152
 Civilization (Video Game) / int_590e1c70
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Frontline General
 Civilization (Video Game) / int_590e1c70
comment
Frontline General: It's actually a bit of a problem in some games. For example, in the Civ IV expansions, Great Generals can be attached to units, giving them access to special promotions and letting them upgrade for free when you develop a new unit type. The downside is that the game picks your best defender when the enemy attacks you, and if that's your Great General because of all the upgrades and promotions, and your combat odds aren't 100%, it's entirely possible to lose them Leeroy Jenkins style. The consensus is that Great Generals are best used for the Medic promotions (which don't influence combat order), or simply left to settle in cities for an experience bonus to new units.
 Civilization (Video Game) / int_590e1c70
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Civilization (Video Game) / int_590e1c70
 Civilization (Video Game) / int_5ade9ace
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Gang Up on the Human
 Civilization (Video Game) / int_5ade9ace
comment
Gang Up on the Human: IV had an "always war" option in specific game setup. It was hard fighting all the other civs off on higher difficulties, but it was the only way to play against A.I.s without being nagged and hassled by diplomacy screens. This was dropped in V. Note that "Always War," like the One-City Challenge, is quasi-Ascended Fanon: both were relatively common Self Imposed Challenges within the Civ community in the earlier incarnations of the game. It's still possible to play "Always War," but the game doesn't "officially" recognize it.
 Civilization (Video Game) / int_5ade9ace
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Civilization (Video Game) / int_5ade9ace
 Civilization (Video Game) / int_5b075cd7
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Flooded Future World
 Civilization (Video Game) / int_5b075cd7
comment
Flooded Future World: In the Civilization VI expansion "Gathering Storm", polar ice caps begin to melt and some coastal land tiles become flooded when enough carbon dioxide is released into the atmosphere from industrial buildings and units.
 Civilization (Video Game) / int_5b075cd7
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 Civilization (Video Game) / int_5b1a2f4e
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Ain't Too Proud to Beg
 Civilization (Video Game) / int_5b1a2f4e
comment
Ain't Too Proud to Beg: In V, leaders that are losing a war tend to offer peace agreements in exchange for every city but their capital, all their resources for 30 turns, all their income for 30 turns, their entire treasury, and their wives and daughters as your concubines (well, OK, not that last one). Oh, and guess how hard it'll be to take that lone capital once the 30 turns are over. They do it to other A.I.s too, so the number of powerful nations on any given continent can drop quite quickly.
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 Civilization (Video Game) / int_5b81ca8d
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Disc-One Nuke
 Civilization (Video Game) / int_5b81ca8d
comment
Disc-One Nuke: Many units are superbly strong when you first get them, but are eventually outclassed as technology continues. In III for example, the Swordsman boasts 3 attack and 2 defence and is the pinnacle of Ancient Times military technology, but once you get to the Middle Ages, Knights can outspeed them, Longbowmen outdamage them, Pikemen can stand up to them, and Swordsmen can't upgrade into more powerful units (exceptin the Conquests expansion, where they upgrade to Medieval Infantry, which can beat any other contemporary foot unit they attack in open ground). You can also of course rush to a technology with intent to get a leg up on opponents with a new unit they aren't prepared to deal with, but of course that won't last. Even more obvious for civs with strong Unique Units in V, who will eventually obsolete and be replaced by something better - and available for everyone. Some units will still keep an edge (Chu-ko-nus keep the two-shots upgrade once they become Gatling Guns, while Longbowmen become Gatling Guns with +1 range), other will be brought down to normal (Keshiks or Camel Archers lose their ranged attack, Battering Rams or Siege Towers their huge bonuses against cities...). The most obvious case may be the Zulu Impi, who loses its double attack when upgraded and the access to the +1 movement promotion once you gain access to Riflemen. Subverted by Polish Hussars, who boast rather nasty unique ability transferable through entire anti tank chain and can be upgraded from Landsknechts, purchasable unit enabled by social policy. Thus, even when Hussars get 'obsoleted' by Anti-tank gun and can no longer be trained directly, they still remain crucial step in creating devilish combo known as Winged Gunknechts, which turns rather underperforming Gunship into walking calamity that creates absolute mayhem behind enemy lines by pillaging everything in reach and disrupting movements of enemy troops. The Horseman units in Civ Rev are ridiculously powerful for their era. Unlocked by a basic technology that would only take you 5 turns to research, each horseman costs twice as much as the basic warrior unit but has double the attack power. More importantly, they have twice as many movement points, meaning they can cross the map and bring this power to bear very quickly. Horse armies are completely effective even on the highest difficulty of Deity and define most multiplayer matchups, as players are never truly safe from the threat they pose until they get pikemen, a unit unlocked by a mid-game tech! Much of the civ tier ranking in Revolution relates to how quickly each can field horse armies or what special bonuses they have that enhance their application.
 Civilization (Video Game) / int_5b81ca8d
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Civilization (Video Game) / int_5b81ca8d
 Civilization (Video Game) / int_5c15399f
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Player Elimination
 Civilization (Video Game) / int_5c15399f
comment
Player Elimination: Player elimination is a victory condition. In the first game, the AI player gets a second chance if killed too early, being switched with the variant choice. The human player doesn't get this benefit, at least not until an option found in Sid Meier's Alpha Centauri.
 Civilization (Video Game) / int_5c15399f
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Civilization (Video Game) / int_5c15399f
 Civilization (Video Game) / int_5c17c12f
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Bribing Your Way to Victory
 Civilization (Video Game) / int_5c17c12f
comment
Bribing Your Way to Victory: Diplomats and Spies can do this—it is possible to pay enough gold so that enemy cities willingly defect to your civilization. Bribing the AI is a very important part of the diplomatic strategy in IV. Getting someone to jump in on your side during a war (or begging them to stay out) can make all the difference. Venice in V specializes in this. Venice is not allowed to found or conquer any cities, but gets huge bonuses to gold income. The easiest way to win is to buy the loyalty of every city state and have them vote you the world leader. Brave New World in V adds in an option to buy spaceship parts with gold if you choose a certain ideology. Now instead of having to build all the spaceship parts which you can only do when you've unlocked the relevant tech one can simply save up money beforehand and buy all of them.
 Civilization (Video Game) / int_5c17c12f
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Civilization (Video Game) / int_5c17c12f
 Civilization (Video Game) / int_5c99b642
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War for Fun and Profit
 Civilization (Video Game) / int_5c99b642
comment
The Honor social policy tree in V after the 1.4.X patch. Adopting it provides a Culture bonus similar to what Montezuma's special ability gives (and stacks with it, doubling the Aztec's Culture output) and finishing it allows you to earn money for killing enemy units, making War for Fun and Profit a viable tactic for fighting-oriented Civs like Germany, Japan, the Aztecs and the like.
 Civilization (Video Game) / int_5c99b642
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Civilization (Video Game) / int_5c99b642
 Civilization (Video Game) / int_5cfeb43f
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Save Scumming
 Civilization (Video Game) / int_5cfeb43f
comment
Save Scumming: Across all the games, it's disturbingly easy to abuse the save feature to get favorable battle outcomes or avoid negative randomly generated events. Some versions try to prevent this by saving the random number generator's seed along with the game, so you get the exact same outcomes after a reload unless you do things in a different order. This option can be turned off, however.
 Civilization (Video Game) / int_5cfeb43f
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Civilization (Video Game) / int_5cfeb43f
 Civilization (Video Game) / int_5d4359fe
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No Blood for Phlebotinum
 Civilization (Video Game) / int_5d4359fe
comment
No Blood for Phlebotinum: If you don't have a resource and can't get it through trade or peaceful expansion, the only options left are either do without it or resort to violence. The Beyond the Sword expansion for IV introduced the "Greed" and "Corporate Expansion" quests, which codify this. In I and II, Democracy will completely eliminate Corruption in all of your cities but your people will get very pissy (2 Unhappy People) for every military unit that you move outside its home city. Democracy will also prevent you from breaking or refusing peace treaties with other factions, meaning that you can only fight when they break the peace or by never engaging in diplomacy. Spain in V seems to have this as an inevitability due to how their unique trait works: they get double the yield from Natural Wonders (including El Dorado) and you'll often see a tasty Natural Wonder within the limits of a City-State. Time to sharpen your swords, load your cannons and muskets, and go hunting if you see one.
 Civilization (Video Game) / int_5d4359fe
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Civilization (Video Game) / int_5d4359fe
 Civilization (Video Game) / int_5db59a03
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Brown Note
 Civilization (Video Game) / int_5db59a03
comment
Brown Note: Each civilization has music that plays when you engage in diplomacy with them; Civ4 made this Evolving Music by having the song change as the years went by. Babylon's third theme starts with two trumpet blasts that are sliiightly out of key with each other.
 Civilization (Video Game) / int_5db59a03
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Civilization (Video Game) / int_5db59a03
 Civilization (Video Game) / int_5f77b0b7
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Multi-Slot Character
 Civilization (Video Game) / int_5f77b0b7
comment
Multi-Slot Character: Leaders in VI who lead multiple civilizations like Eleanor of Aquitaine or Kublai Khan, and leaders who have different personas available like Theodore Roosevelt or Catherine de Medici are treated as separate leaders for selection purposes.
 Civilization (Video Game) / int_5f77b0b7
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 Civilization (Video Game) / int_6041e4f4
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The Computer Is a Cheating Bastard
 Civilization (Video Game) / int_6041e4f4
comment
The Computer Is a Cheating Bastard: There are enough examples for a dedicated subpage.
 Civilization (Video Game) / int_6041e4f4
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Civilization (Video Game) / int_6041e4f4
 Civilization (Video Game) / int_607cd03
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Foreign-Looking Font
 Civilization (Video Game) / int_607cd03
comment
The Windows and Macintosh versions of I lean even harder on the use of Foreign Looking Fonts. Frederick◊ simply uses a Blackletter font, but Stalin's font◊ goes ham with the The Backwards Я. Alexander and Mao similarly had fonts strongly meant to invoke their civilization's writing system. (Many other leaders, however, simply opted for a more plain but unique font. You can see the whole gamut in this video.)
 Civilization (Video Game) / int_607cd03
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Civilization (Video Game) / int_607cd03
 Civilization (Video Game) / int_60fa92ac
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Names to Run Away from Really Fast
 Civilization (Video Game) / int_60fa92ac
comment
Names to Run Away from Really Fast: The Giant Death Robot in V and VI. The Dreadnought and Juggernaut in the Next War scenario included with the Beyond the Sword expansion for IV. Landship, in the case someone is lucky enough to discover Ancient Ruins with a Cavalry unit during the Renaissance era in V.
 Civilization (Video Game) / int_60fa92ac
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Civilization (Video Game) / int_60fa92ac
 Civilization (Video Game) / int_6114a875
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Lost Technology
 Civilization (Video Game) / int_6114a875
comment
Lost Technology: In V, Ancient Ruins have a chance of giving a military unit a free upgrade. In the early game, you can get Archers, Spearmen, and even Swordsmen before researching them normally. It takes a turn for the absurd, however, when Ancient Ruins that have been sitting untouched since the beginning of the game can upgrade your Musketmen to Infantry, or your Tank to a Modern Armor. It's less likely to happen now since an official patch has made it impossible for a previously upgraded unit to receive this bonus... but that means it's still possible to build a Knight (strength 20) in the late Medieval Era, send it into a ruin, and get an early-Industrial Cavalry (strength 34), which eats any contemporary unit for breakfast. The chances are of course small, but if the odds are in your favour, you could potentially get a Game-Breaker. Another big jump is available to the Huns, the same civ that have the opposite effect filed under Power-Up Letdown, where Horse Archers can upgrade to Knights early in the game. This was slightly more or less (depending on how you look at it) pronounced in the earlier games, which did not have Civilization-specific units. Thus, your military typically consisted of something of an Anachronism Stew. One mod takes finding technology in the ruins to its logical conclusion: If the explorers find lost technology their civilization doesn't have the tech level to handle, unit loss can ensue. If the player is lucky.
 Civilization (Video Game) / int_6114a875
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Civilization (Video Game) / int_6114a875
 Civilization (Video Game) / int_615285d0
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Foreign Re-Score
 Civilization (Video Game) / int_615285d0
comment
Foreign Re-Score: The SNES, Super Famicom, Playstation, and Saturn versions of I weren't developed by MicroProse, but by the Japanese companies Koei for the SNES, and Asmik Ace for all the others. These versions of the game have entirely different soundtracks not just from the original DOS version, but also from each other. They also, unlike the original version, have background music for different eras of the game (changing at 4000 BC, 1 AD, 1000 AD, and 2000 AD). Also of note is that the Atari ST version of I changed some of the music as well. The title music and music for the opening cutscene have an entirely different feel, sounding more like the soundtrack of E.V.O., at least the original PC-98 version.
 Civilization (Video Game) / int_615285d0
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Civilization (Video Game) / int_615285d0
 Civilization (Video Game) / int_61a503a7
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Hell Is That Noise
 Civilization (Video Game) / int_61a503a7
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Hell Is That Noise: The Global Warming sound in Civilization IV.
 Civilization (Video Game) / int_61a503a7
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 Civilization (Video Game) / int_61b8f9e2
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Bunny-Ears Lawyer
 Civilization (Video Game) / int_61b8f9e2
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Bunny-Ears Lawyer: The culture advisor in Civ II is an Elvis impersonator who gives all of his advice in a ridiculous Elvis voice...and generally makes pretty solid points.
 Civilization (Video Game) / int_61b8f9e2
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 Civilization (Video Game) / int_6293c185
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Sequel Hook
 Civilization (Video Game) / int_6293c185
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Sequel Hook: After the release of another Sid Meier game, winning a round of Civilization V gives you a summary screen with three options: return to the main menu, "Just... One... More... Turn!", and "Go Beyond Earth." Clicking the last opens up the Steam store page for Civilization: Beyond Earth.
 Civilization (Video Game) / int_6293c185
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Critical Existence Failure
 Civilization (Video Game) / int_64f0c18c
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Critical Existence Failure: Mostly played straight, but some versions of the game avert this by reducing the movement points and/or combat power of heavily damaged units. In V, which averts it for most civs, it's actually the Japanese civilization's unique perk — their units don't get reduced stats for being damaged.
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 Civilization (Video Game) / int_65efc6dc
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Appeal to Force
 Civilization (Video Game) / int_65efc6dc
comment
Appeal to Force: Invoked by the leaders before the negotiations in the first two games: "Our words are backed with NUCLEAR WEAPONS!" Can also show up in V. In fact, the very same quote is sometimes used as a threat. It also can be invoked by the player as well. If you're the first to acquire nuclear weapons in the world, watch and laugh as all of the other lesser nations near you suddenly become afraid or guarded towards you. In VI, Cleopatra likes civilizations with strong militaries over weaker ones. Civs may also be given the randomized "Standing Army", "Great White Fleet", or (in the late-game) "Airpower" Agendas, which make them like civs with large armies, navies, or air forces respectively.
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 Civilization (Video Game) / int_6627695f
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Author Appeal
 Civilization (Video Game) / int_6627695f
comment
Author Appeal: Meier is a huge fan of the works of Johann Sebastian Bach. The first and second games include "J. S. Bach's Cathedral" as a World Wonder, amplifying the unhappiness-negating effect of the Cathedral.
 Civilization (Video Game) / int_6627695f
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 Civilization (Video Game) / int_67d9a51
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Big "NEVER!"
 Civilization (Video Game) / int_67d9a51
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Big "NEVER!": The choice to defy a UN resolution in IV.
 Civilization (Video Game) / int_67d9a51
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Civilization (Video Game) / int_67d9a51
 Civilization (Video Game) / int_68068108
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Evil Laugh
 Civilization (Video Game) / int_68068108
comment
Evil Laugh: The military adviser in II has a decent one. In Civilization V, both Willem van Oranje of the Dutch and Maria I of Portugal break out into evil chuckles upon declaring war on you (Willem gets bonus points for being unable to contain himself halfway through claiming to hate having to do so). Pacal, on the other hand, gives a spectacularly creepy evil laugh when you declare war on him. Harald Bluetooth, meanwhile, laughs maniacally no matter who declares war on who. In Civilization VI, both Gilgamesh and Harald Hardrada do it if you declare war on them - Gilgamesh, especially, gets such a kick out of your foolish aggression that he gets a full bellowing three-stage laugh that brings a tear to his eyes.
 Civilization (Video Game) / int_68068108
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Civilization (Video Game) / int_68068108
 Civilization (Video Game) / int_6896aae8
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The Missionary
 Civilization (Video Game) / int_6896aae8
comment
The Missionary: Present in games which model religion, allowing you to be more proactive about their spread if you wish.
 Civilization (Video Game) / int_6896aae8
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 Civilization (Video Game) / int_68c3842b
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Labcoat of Science and Medicine
 Civilization (Video Game) / int_68c3842b
comment
The High Council's personalities in II also change with the technology level. For example, early on the Science Advisor appears as a stereotypical Greco-Roman philosopher, as a court jester in the mid-game, and then as a high-pitched nerdy scientist with a Labcoat of Science and Medicine in the late game. The one exception is the Attitude Advisor, who is always Elvis.
 Civilization (Video Game) / int_68c3842b
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Civilization (Video Game) / int_68c3842b
 Civilization (Video Game) / int_69065de
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Naval Blockade
 Civilization (Video Game) / int_69065de
comment
Naval Blockade: You can do this in some of the games. It prevents the blockaded city from working water tiles or gaining income from trade routes.
 Civilization (Video Game) / int_69065de
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1.0
 Civilization (Video Game) / int_69065de
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Civilization (Video Game) / int_69065de
 Civilization (Video Game) / int_69fb91e8
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Chewing the Scenery
 Civilization (Video Game) / int_69fb91e8
comment
Chewing the Scenery: Some quotes in V where it's called for. For example:
 Civilization (Video Game) / int_69fb91e8
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 Civilization (Video Game) / int_6a6c1f35
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The Power of Rock
 Civilization (Video Game) / int_6a6c1f35
comment
The Power of Rock: Rock 'N Roll is a constructable Wonder of the World in IV. It even plays Velvet Underground's "Rock and Roll" during the movie (and Leonard Nimoy reads a line from the song when you research the Radio technology that makes the Wonder possible). Thanks to the Tech Tree, it usually gets finished around the same time a Diplomatic Victory becomes possible (the UN requires the Mass Media technology of which Radio is a direct prerequisite). Since building it allows you to export "Hit Singles", you can build global good will by giving them away for free right before elections are held, thereby literally winning the game via The Power of Rock. In Brave New World for V, Great Musicians in the Modern Era look like a rock band, and their power is to go into rival territory and overwhelm their culture with a huge boost to your influence. The ability to win with rock is even more direct than in IV: pressing the button to perform a concert can end the game then and there. Besides victory, rock can also be the tipping point that causes revolutions in other civs, which can lead to entire cities defecting to your side. The Gathering Storm expansion for VI adds the Rock Band as a late-game cultural unit. Purchased using Faith, rock bands are sent overseas to tour, generating tourism for their home country and helping them win a cultural victory. Upon creating a rock band, you name it and give it one of several promotions that inform what type of music it plays, giving it various bonuses; for instance, Glam Rock, reggae, and festival bands gain bonuses for playing at theater squares, water parks, and national parks respectively, religious bands can convert foreign cities, and indie rock bands reduce loyalty in foreign cities (great for when you want to flip a neighboring city with shaky loyalty).
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Civilization (Video Game) / int_6a6c1f35
 Civilization (Video Game) / int_6b1caa93
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Adipose Rex
 Civilization (Video Game) / int_6b1caa93
comment
Entertainers in II also appear as Elvis. Their appearance also changes with the eras, with Modern Era entertainers appearing as the King of Rock in the Adipose Rex phase of his career.
 Civilization (Video Game) / int_6b1caa93
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1.0
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 Civilization (Video Game)
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Civilization (Video Game) / int_6b1caa93
 Civilization (Video Game) / int_6b4f4350
type
Zeppelins from Another World
 Civilization (Video Game) / int_6b4f4350
comment
Zeppelins from Another World: In IV, Zeppelins are unlocked by the late-mid-game Physics tech, while heavier than air ships are unlocked later via the Flight tech (not that far after Physics, but some turns' worth). Depending on the game's tech progress, these might not go out of style for a long time. Unit-wise, Airships can only bomb ground and sea units for a bit of damage, which is helpful given how strong garrisoned units can be, though it's not much damage (only able to reduce them to 80% of their max HP), and have no counters (short of taking the city they are based in) before Flight (and if only you have that...). A much more true-to-the-trope example is the "Empires of the Smoky Skies" scenario included with the Gods & Kings expansion for V. This takes place in a Steampunk world filled with giant landships, sparking tesla-coils and, yes, Zeppelins. They basically take over the role of combat helicopters in the vanilla game, including their utility as anti-tank (or anti-huge-steampowered-monstrosity, as it were) weapons, and a vulnerability to fighter-planes (in this case, Red Baron-esque double-deckers). The upgraded version is even an Airborne Aircraft Carrier!
 Civilization (Video Game) / int_6b4f4350
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 Civilization (Video Game) / int_6b4f4350
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 Civilization (Video Game)
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Civilization (Video Game) / int_6b4f4350
 Civilization (Video Game) / int_6b510ace
type
Hopeless War
 Civilization (Video Game) / int_6b510ace
comment
Hopeless War: Often, when you get close to winning, the tiny, incredibly outdated and outnumbered AI will attack you just as a last gesture of defiance. In V, they may even acknowledge the futility of the gesture, but just say that they hope to buy a little more time. One Civ II player has a game that has been going on for TEN REAL LIFE YEARS. It is the year 4096 AD, and the Americans, the Vikings and the Celts are the only nations leftnote There are a couple of others like the Sioux, but they all control only one city that is subservient to one of the big three. Nuclear warfare has reduced most of the Earth's surface to radioactive swampland, the polar icecaps have melted away twenty times, 90% of the world's peak population from 2000 AD has been killed in the war or starved, and cities cannot build any improvements because 100% of labour is needed to replace units at the frontline. This is Nineteen Eighty-Four after two thousand years.
 Civilization (Video Game) / int_6b510ace
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Civilization (Video Game) / int_6b510ace
 Civilization (Video Game) / int_6c51e9e1
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Fisher King
 Civilization (Video Game) / int_6c51e9e1
comment
Fisher King: Though all games visibly show a civilization changing it discovers new technologies, some of the games go farther than that— Most notable in I, where changing a government resulted in entirely different advisors—and if you were seeing this from another civilization, diplomacy screens as well. They appear to have originally been intended to correspond with specific civilizations; the devs for the SNES and Playstation ports seemed to take note of that. In most versions however, civs running Despotism in the early game have ancient Mongolian aesthetics. A civilization with an early game Monarchy will have ancient Egyptian ministers, but in the late game will look like early modern European royalty (with Shakespeare as your domestic advisor, and Leonardo daVinci as your science advisor). Early game Republics and Democracies have Greco-Roman aesthetics (with Plato as a science advisor) but in the late game will have American aesthetics (with Theodore Roosevelt as your defense minister, Mark Twain as your domestic advisor, Benjamin Franklin as your foreign minister, and Thomas Edison as your science advisor). Under Communism, all your advisors look like a little like Mikhail Gorbachev in different outfits. In II, your High Council changes appearance considerably depending on the technology level. Early in the tech tree they'll have Greco-Roman styling, then appear as medieval/early modern European in the mid game, and then suitably modern attire and personalities for the late game. The High Council's personalities in II also change with the technology level. For example, early on the Science Advisor appears as a stereotypical Greco-Roman philosopher, as a court jester in the mid-game, and then as a high-pitched nerdy scientist with a Labcoat of Science and Medicine in the late game. The one exception is the Attitude Advisor, who is always Elvis.
 Civilization (Video Game) / int_6c51e9e1
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Civilization (Video Game) / int_6c51e9e1
 Civilization (Video Game) / int_6caf4f3f
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Attract Mode
 Civilization (Video Game) / int_6caf4f3f
comment
Attract Mode: The opening sequence of the formation of the Earth and development of life that plays when starting a new game in most other versions is, instead, an attract mode in the SNES port of I. (A different sequence in which your civ's leader is given a Mission from God plays when starting a new game.)
 Civilization (Video Game) / int_6caf4f3f
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Civilization (Video Game) / int_6caf4f3f
 Civilization (Video Game) / int_6d07bf85
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Welcome to Corneria
 Civilization (Video Game) / int_6d07bf85
comment
In VI, Elizabeth I's leader agenda is titled "Trade Agreement" and causes her to dislike leaders that don't trade with her, and her leader ability revolves around strengthening her own trade routes, referencing an infamously repetitive voiceline of hers from Civ V.
 Civilization (Video Game) / int_6d07bf85
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Civilization (Video Game) / int_6d07bf85
 Civilization (Video Game) / int_6d0b942
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Unexplained Accent
 Civilization (Video Game) / int_6d0b942
comment
Unexplained Accent: The games tend to use English-speaking voice actors who phonetically say their lines in whatever language the world leader they are voicing is speaking. This extends to figures speaking languages that are not extinct like French and Spanish. In some cases, it can get so bad a native speaker of the language will have trouble understanding what the leader in question is actually saying.
 Civilization (Video Game) / int_6d0b942
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Civilization (Video Game) / int_6d0b942
 Civilization (Video Game) / int_6d4a70a0
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Popular History
 Civilization (Video Game) / int_6d4a70a0
comment
Popular History: For the most part, only wonders and civs that are well ingrained in the public consciousness end up in the games (before mods and expansions, at least). Within a civ, their unique units/buildings/improvements are more often what the civ is famous for in real life, with less emphasis on what really helped the civ develop and compete. Averted in VI, where even the base game contained several wonders (World and Natural) that most people would be unlikely to have ever heard of - along with a Civ (Scythia) and several Leaders (Tomyris of Scythia, Mvemba a Nzinga of Kongo, Hojo Tokimune of Japan, etc) unfamiliar to those that haven't studied history extensively. Even several old-hat Civs have received leaders who are far less well-known (but perhaps more suitable) than the old, familiar faces. Gone is Alexander the Great (to be later added in a pack as the leader of the Macedon civilization), with Greece instead being led by either Pericles of Athens or Gorgo of Sparta. And rather than Augustus or Julius Caesar, Rome is spearheaded by Emperor Trajan. Add to that wonders such as Great Zimbabwe, Huey Teocalli, Mahabodhi and the Potala Palace, and you've got a great opportunity to actually learn a bunch of new stuff about history from playing the game... or, more likely, getting curious enough to read the Civilopedia entries.
 Civilization (Video Game) / int_6d4a70a0
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Civilization (Video Game) / int_6d4a70a0
 Civilization (Video Game) / int_6d57a234
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Lemony Narrator
 Civilization (Video Game) / int_6d57a234
comment
Lemony Narrator: Comparable to the overall changing Tone Shifts of the series, there are perceptible shifts of this nature in the Civilopedia. From I to IV, many recurring Civilopedia entries remained the same—or were expanded upon without completely rewriting—and had an academic tone. V's Civilopedia started doing away with this, sometimes outright adding snark. This more lemony, "relatable" style of writing became more pronounced in VI. A good example of this change is in the Submarine's Civilopedia entry. Short and academic in I, expanded in II, unchanged in III and barely edited in IV, but rewritten in V with a subtly lemony tone—then rewritten again with more pronounced lemon flavor in VI.
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Civilization (Video Game) / int_6d57a234
 Civilization (Video Game) / int_6e7e9709
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Cosmetic Award
 Civilization (Video Game) / int_6e7e9709
comment
The achievements for V are almost entirely Shout Outs. "The World Is a Mess, and I Just Need to Rule It", "Ruler of the Twelve Colonies", "Exterminate! Exterminate!"... the list goes on. And on. And on. And on. And on. And on. And on. And on. And on. Here's a list. The same apply for the ones found in VI, complete with their own list.
 Civilization (Video Game) / int_6e7e9709
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Civilization (Video Game) / int_6e7e9709
 Civilization (Video Game) / int_6e91fa0b
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Symbology Research Failure
 Civilization (Video Game) / int_6e91fa0b
comment
Symbology Research Failure: The Kremlin world wonder... is actually St. Basil's Cathedral. By V, this has become a Running Gag since the wonder portrait that pops up when you build the Kremlin depicts the actual Kremlin, while the wonder still looks like a cathedral on the world map. Averted in VI, where St. Basil's Cathedral is a Wonder in its own right, and the Kremlin doesn't appear.
 Civilization (Video Game) / int_6e91fa0b
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Civilization (Video Game) / int_6e91fa0b
 Civilization (Video Game) / int_6eb4e408
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Artistic License – Military
 Civilization (Video Game) / int_6eb4e408
comment
Artistic License – Military: In every version of the game, the invention of Gunpowder means the immediate advent of Musketeers/Musketmen, with Cannon being invented later. In the real world, the cannon was invented first since it was easier to make a big gunpowder weapon than a small one. ICBMs strike their targets whole (as in, the entire missile hits). Real life ICBMs are effectively regular rockets, and they discard booster stages as they run out of fuel. Only the nuclear warhead and its reentry vehicle will reenter the atmosphere.
 Civilization (Video Game) / int_6eb4e408
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Civilization (Video Game) / int_6eb4e408
 Civilization (Video Game) / int_6ec989d8
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Guide Dang It!
 Civilization (Video Game) / int_6ec989d8
comment
Guide Dang It!: A recurring issue throughout the series is having some important mechanic that isn't covered in the manual nor in-game prompts: II had caravans and freights for delivering payoff in gold when it reaches a city with demand for the good it carries. The game doesn't explain how the wealth calculations operate and far more importantly, doesn't even mention caravans provide beakers to the currently researched technology, allowing to sky-rocked in research. III diplomacy system is so poorly explained, it ascended into being believed to be simply bugged or completely broken. Most notably, the game has a clear, well-defined difference between entering diplomacy menu, contacting a civilization and declaring war to it vs. simply entering territory of that civ or attacking its units and declaring war when the game asks you if you want to do so - without telling player so. As far as the game is concerned, the first is a polite, somewhat justifiable diplomatic action, while the other is an unprecedented act of aggression and a show to everyone in the world that your civilization is an unhinged conqueror that can't be trusted or reasoned with. Also in III, it is mentioned nowhere that a city build next to a river can ignore construction of an aqueduct. Knowing this allows to ignore construction of a redundant building and its steep upkeep. IV reworked the specialist system from previous games, limiting their number and changing their utility, along with classes and relationship with the civics you are currently running. It isn't explained at all, while treating the system like it is Civ I-III is outright counter-productive. V changed the economic model, decoupling science from your income and making them two separate resources, gathered differently. Neither tutorial nor manual cover for it, making it a guessing game how to even get science, especially if you come from the background in previous games in the series.
 Civilization (Video Game) / int_6ec989d8
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Civilization (Video Game) / int_6ec989d8
 Civilization (Video Game) / int_70321789
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Video Game Remake
 Civilization (Video Game) / int_70321789
comment
Video Game Remake: I is a remake, and also a loose adaptation, of the original board game. The board game had a fixed map, with predefined city locations and resources (and was an accounting nightmare as each city had to have resources collected and recorded manually). The computer adaption allowed for map generation, free city placement, and to have the computer do the bookkeeping for you. Various scenarios from the games are updated versions of earlier scenarios—for instance, the "Mongol Conquests" DLC scenario from V is an improved version of the one in the Warlords expansion for IV.
 Civilization (Video Game) / int_70321789
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Civilization (Video Game) / int_70321789
 Civilization (Video Game) / int_7040b6bc
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Understatement
 Civilization (Video Game) / int_7040b6bc
comment
Understatement: Historical background of Fascism (as described by V): "This form of government was quite popular with certain states in Central Europe during the last century but other states didn't much like it, and it was ultimately abandoned after some unpleasantness."
 Civilization (Video Game) / int_7040b6bc
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Civilization (Video Game) / int_7040b6bc
 Civilization (Video Game) / int_716c0b1b
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And the Adventure Continues
 Civilization (Video Game) / int_716c0b1b
comment
And the Adventure Continues: A rare case where the game over screen suggests this, at least for most games in the series. They're usually not mistaken. I set the precedent, showing archaeologists discovering the remains of your civilization with an accompanying epilogue. The DOS version of I ends the game over screen with the brief version of your leader's Leitmotif before immediately kicking you back to the DOS prompt. The epilogue used in I also appears in II, but with a first person view of an archaeologist exploring an Egyptian tomb, then discovering the "mysterious phrase" on a nearby wall. In V this trope appears upon defeat as: The SNES port of I, in addition to the game over sequence mentioned above, has a more direct example of this trope. If you win the game via Domination, the goddess that appeared at the start of the game returns to congratulate you. She tells you that your civilization is about to journey to the stars ... "But the adventure of space is another tale."
 Civilization (Video Game) / int_716c0b1b
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Civilization (Video Game) / int_716c0b1b
 Civilization (Video Game) / int_71d75417
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Anti Poop-Socking
 Civilization (Video Game) / int_71d75417
comment
Anti Poop-Socking: As of IV, not only does the game offer players the option to have the system time displayed on the UI, it actually has a built-in alarm clock function.
 Civilization (Video Game) / int_71d75417
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 Civilization (Video Game)
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Civilization (Video Game) / int_71d75417
 Civilization (Video Game) / int_72856b70
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Godzilla Threshold
 Civilization (Video Game) / int_72856b70
comment
Godzilla Threshold: Using nukes turns the affected tiles into unproductive Fallout, which will hamper you strategically in the long run. But if there's a big enemy army incoming that you can't beat conventionally, it may be worth going for the Nuclear Option so you can live another day.
 Civilization (Video Game) / int_72856b70
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 Civilization (Video Game)
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Civilization (Video Game) / int_72856b70
 Civilization (Video Game) / int_72b0dfd2
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Being Good Sucks
 Civilization (Video Game) / int_72b0dfd2
comment
Being Good Sucks: Diplomacy is rather useless when playing I as, 95% of the time, the computer will threaten you with demands for free technology or money, even if their military power is non-existent. Without the Great Wall or the U.N., there is a very rare chance that they'll offer a peace treaty with you. (See Chronic Backstabbing Disorder below.) In Civ Rev, it's largely better to bully the AI and hamper them as much as possible, since diplomacy is so simplified in the first place as to not allow many options and ALL of the A.I.s WILL declare war on you eventually; it's not a matter of "if" but "when," even for the ridiculously stoic Alexander of Greece. Playing nice generally just gives them more map control, money, freedom to expand, etc. while the most you get out of it is... selling techs to them for a pittance of gold in the window of time they choose to remain non-hostile.
 Civilization (Video Game) / int_72b0dfd2
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Civilization (Video Game) / int_72b0dfd2
 Civilization (Video Game) / int_72dd7026
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What the Hell, Player?
 Civilization (Video Game) / int_72dd7026
comment
What the Hell, Player?: Try to perform certain illegal actions in the game, and you'll get some smart-aleck game notifications. For II: Trying to build a city at sea: Trying to airlift naval units: In a slightly more serious vein, in V you get this reaction from other civilizations (and City-States) if you're too aggressive towards City-States. This wouldn't be as big a deal if it wasn't for the complete lack of a way to repair your reputation once a City-State declares war on you. They decide you're a jerk, and that's the end of it. On the other hand, a civilization has to go out of its way in terms of being a jackass for this to happen. Unless you're the Mongols, and you're supposed to be a terror to city-states. (The Mongols in V get a combat bonus to fighting city-states.)
 Civilization (Video Game) / int_72dd7026
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Civilization (Video Game) / int_72dd7026
 Civilization (Video Game) / int_7317b97d
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Awakening the Sleeping Giant
 Civilization (Video Game) / int_7317b97d
comment
Awakening the Sleeping Giant: Easily invoked. An aggressive leader is likely to declare war on you if you have a smaller standing army than they do, and will often preface it by making fun of how weak you are. But if you've been focusing on your economy and technology, you can move to a war footing and start cranking out advanced units to crush your invader and start taking their cities. This is especially true in Civ V, since occupying captured cities gives a huge happiness penalty until a courthouse is built, which in turn penalizes manufacturing, economy, and combat unit morale, so wars of conquest are impractical and the advantage usually lies with the defender.
 Civilization (Video Game) / int_7317b97d
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Civilization (Video Game) / int_7317b97d
 Civilization (Video Game) / int_74149c93
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Epic Rocking
 Civilization (Video Game) / int_74149c93
comment
Epic Rocking: Several civs have quite lengthy themes. Special mention goes to the Middle Eastern theme from III, which clocks in at exactly 7 minutes, and two of Korea's ambient themes in VI, which each last for nearly 9 minutes.
 Civilization (Video Game) / int_74149c93
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Civilization (Video Game) / int_74149c93
 Civilization (Video Game) / int_745a226c
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Easy Logistics
 Civilization (Video Game) / int_745a226c
comment
Easy Logistics: Troops can "heal" (replenish their numbers) regardless of how far away they are from your civilization, and V takes this a step further with the "instant heal" promotion. Incidentally, the same game has a Logistics promotion, which allows ranged siege units to attack twice in one turn. However, healing takes a lot longer outside of friendly territory. Land units only heal at half the rate, ships and embarked units can't heal at all outside of either the "Instant Heal" or "Supply" promotions.
 Civilization (Video Game) / int_745a226c
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Civilization (Video Game) / int_745a226c
 Civilization (Video Game) / int_7464705c
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Arc Words
 Civilization (Video Game) / int_7464705c
comment
Arc Words: "Build a civilization to stand the test of time."
 Civilization (Video Game) / int_7464705c
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1.0
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Civilization (Video Game) / int_7464705c
 Civilization (Video Game) / int_75f09f53
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Morale Mechanic
 Civilization (Video Game) / int_75f09f53
comment
Morale Mechanic: The "Happiness" mechanic works like this. The happier your populace, the more productive your empire is and (from V onwards) the more frequent your Golden Ages will be; an unhappy city will shut down and potentially even revolt against you. There are also "Morale" promotions for units, which simply improve unit strength. In IV, it's just a normal promotion choice; in V, it's given to units trained in the city where you built your Heroic Epic. Also inverted in V; military units lose combat strength based on how unhappy your empire is. III, IV, and VI have a "war weariness" mechanic, which is based heavily on losses taken during war, amongst other factors. The higher your war weariness, the less productive your cities are. Certain government types can reduce war weariness and lessen the effect.
 Civilization (Video Game) / int_75f09f53
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 Civilization (Video Game)
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Civilization (Video Game) / int_75f09f53
 Civilization (Video Game) / int_765a84eb
type
Slap-on-the-Wrist Nuke
 Civilization (Video Game) / int_765a84eb
comment
Slap-on-the-Wrist Nuke: Nukes (the missiles, not the nuclear devices from II) do far less damage to the city than they realistically should, often only destroying several buildings and knocking off a point or two of population besides the fallout. Before Brave New World, they could never completely destroy a city. In III they couldn't even totally kill units, only drop them to minimum health. Since units gain one health per turn when sitting on friendly cities, you needed to attack with a full-scale invasion force immediately afterwards for them to be useful. Not so much in VI. Nukes come in two forms: Nuclear (1 tile radius), and Thermonuclear (2 tile radius). They can be deployed from a silo improvement, missile submarine, or bomber, and any tile within range is a valid target. They destroy units outright, pillage any and all improvements and districts on the target tile and surrounding tiles out to their effective radius, reduce the city's population by the number of pillaged tiles, then leave behind Radiation in all those tiles for 20 turns. Any unit that ends its turn in Radiation takes 50 damage (and all units have 100 max health), more than they can heal in a single turn. Nuclear weapons will effectively render the area impassable and suppress a city for decades unless cleanup crews are deployed immediately after impact.
 Civilization (Video Game) / int_765a84eb
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Civilization (Video Game) / int_765a84eb
 Civilization (Video Game) / int_771b9373
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We Will Have Perfect Health in the Future
 Civilization (Video Game) / int_771b9373
comment
We Will Have Perfect Health in the Future: One of the wonders in I is Cure for Cancer, a monument that bestows +1 happiness. In III and IV, every Future Tech increases the civilization's health and happiness. If you get enough Future Tech your citizens will have perfect health and a massive grin.
 Civilization (Video Game) / int_771b9373
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Crime of Self-Defense
 Civilization (Video Game) / int_784a71d0
comment
Crime of Self-Defense: The primary means of preventing civilizations from converting your cities in VI is theological combat. Winning theological combat exerts religious pressure on all nearby cities, which often tends to aggravate nearby civilizations because the defender is accidentally converting them. This can lead to denunciations and even war with your neighbors because of a third party throwing Apostle after Apostle at you to try to convert your cities.
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Civilization (Video Game) / int_784a71d0
 Civilization (Video Game) / int_79974fb8
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Rock Beats Laser
 Civilization (Video Game) / int_79974fb8
comment
Rock Beats Laser: Due to the behind-the-scenes dice rolls, you can have some truly bizarre outcomes, like the common meme among fans of a spearman beating a tank. Each game after the first altered the combat equations in various ways without actually removing the problem. Fundamentally, it's about units having attack and (in some versions) defense values that fail to take into account basic concepts like range. Therefore, the Random Number God will eventually allow the spearman to get lucky. With the right combination of bonuses, it doesn't even need to be a lucky roll. In II, a veteran phalanx (+50% strength) in a mountain-top (x3 defence) city with walls (x3 defence) would win more often than not against anything less than a tank. Further, there are some "auto win" situations, as in IV, where ships and aircraft in base/port are automatically destroyed when a land unit occupies their square. Yes, this means you can take out a squadron of stealth fighters and a fleet of battleships with a club-wielding warrior (presumably they bash them into nothing while on the ground/port). V did this on water prior to the Gods & Kings expansion. Any embarked land unit can be instantly killed by any ship moving on them. Also made worse by inconsistent unit range scaling: riflemen, modern infantry and tanks are intended to be late-game counterparts of early game infantry and cavalry (swordsmen and cavalry, etc) so they are melee units with no ranged attack capability, while archers and crossbowmen (and the English Longbow deserves a special mention for having 3 range) have at least 2 range and can attack these modern units without fear of enemy retaliation. Even more strangely, in V, the late-game counterpart of archers, the machine gun, has only 1 range. You essentially lose 1 range in exchange for (much) more firepower when upgrading archers into machine guns. It's generally worth it, but could make you lose battles in some edge cases. In IV, on the lower difficulties, you are guaranteed to win your first encounters with barbarians. If you haven't used up these "free wins", you can create a barbarian modern armour with World Builder and your warrior will defeat it. In the first two games, aircraft were moveable units. Hence you had surreal things like a phalanx beating a bomber.
 Civilization (Video Game) / int_79974fb8
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Civilization (Video Game) / int_79974fb8
 Civilization (Video Game) / int_7a7d698d
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Challenge Run
 Civilization (Video Game) / int_7a7d698d
comment
Challenge Run: So many people enjoyed limiting themselves to just one city that it has become an option under advanced setup since IV. Brave New World would take it even further when they introduced Venice, a civilization that can't build settlers or annex cities. Civilization IV has the "Always War" challenge, where you are perpetually at war with every other civilization. On the other hand, there's also "Always Peace," which is also Exactly What It Says on the Tin: No AIs will declare war on you, but you can't declare war on anyone.
 Civilization (Video Game) / int_7a7d698d
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 Civilization (Video Game)
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Civilization (Video Game) / int_7a7d698d
 Civilization (Video Game) / int_7a7ec1e8
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Violence is the Only Option
 Civilization (Video Game) / int_7a7ec1e8
comment
Violence is the Only Option: When dealing with barbarians. At higher difficulties, anything other than a Domination Victory becomes practically impossible.
 Civilization (Video Game) / int_7a7ec1e8
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1.0
 Civilization (Video Game) / int_7a7ec1e8
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 Civilization (Video Game)
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Civilization (Video Game) / int_7a7ec1e8
 Civilization (Video Game) / int_7b4d0c39
type
Tech Tree
 Civilization (Video Game) / int_7b4d0c39
comment
Tech Tree: Generally containing upwards of 80 technologies. Of course, it does take 6,000 years to climb to the top of it. You start out in the Stone Age, and eventually wind up with rockets! In V, Culture was reworked as a secondary Tech Tree with "Social Policies". If you generate enough culture, you can activate a new ability for your civ. It's balanced out by the fact that having lots of cities makes the upgrade threshold take longer to reach; in V, research is accomplished directly by having a large population, so a sprawling empire will likely have more technology and less culture. The Cultural Victory prior to Brave New World is accomplished when you completely max out five social reform tracks and build a Wonder, so Cultural Victory is usually accomplished by having a smaller but very well-developed nation. VI continues V's example by creating a parallel Civics Tree which is advanced by accumulating Culture. Just like the standard Tech Tree, the Civics Tree unlocks buildings and units, as well as governments, policy cards, Governor titles (Rise and Fall onward), and diplomatic elements such as Envoys and Alliances.
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 Civilization (Video Game) / int_7c862b8a
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Chronic Backstabbing Disorder
 Civilization (Video Game) / int_7c862b8a
comment
Chronic Backstabbing Disorder: In II, the foreign adviser occasionally suggests the player do this to the other nations. Fairly common in V, to the point that the dialogue was eventually updated to show when the AI does it. Once you've been at war with them, you can expect another one just after the peace treaty expires, even if they've been acting friendly and forgiving. And if you liberate a capital for a defeated AI, they will often denounce you just a few turns later... although they are still forced to vote for you in a UN Vote. Some AIs will take you to war several times, negotiate peace, and go right back to being "Friendly" again. Really, take it as a rule: If the AI thinks you're too weak to defend yourself (even when you really aren't), you will be attacked. The AI has particularly never taken into account industrial strength, wealth, and internal logistics as relevant to military affairs. Sure, you don't have a lot of strong units now, but in five turns, with your economy on a war footing... Suffice it to say, it's very easy to pull a "United States/Soviet Union in World War II" in this game. The AI combines this with Artificial Stupidity with alliances to declare war, particularly in III; if given enough money, it's not uncommon to see an AI sign an agreement to declare war on a civilization it's very friendly with, or a civilization it just signed peace with, or sign peace with a civilization it just signed an alliance against, or sign an alliance with one civ to declare war on a second civ, then immediately sign peace with that second civ and sign an alliance against the first civ, to the point that sufficiently large Civilization III games often devolve into chaotic world wars with the AI's all switching sides every couple of turns. It's less true in later games, but you'll still see this sort of behavior to a much lesser extent from time to time.
 Civilization (Video Game) / int_7c862b8a
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 Civilization (Video Game)
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Civilization (Video Game) / int_7c862b8a
 Civilization (Video Game) / int_7cb1cbb5
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Herd-Hitting Attack
 Civilization (Video Game) / int_7cb1cbb5
comment
Herd-Hitting Attack: Artillery in IV, and others with the Collateral Damage promotion. All units in the original Civilization and II. Nukes are great for ruining people's day, as you might expect. Depending on the game they do a varying amount of direct damage to an area and then some insidious damage over time which might ruin the environment itself until cleaned up.
 Civilization (Video Game) / int_7cb1cbb5
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Civilization (Video Game) / int_7cb1cbb5
 Civilization (Video Game) / int_7cb3c6c1
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Ancestor Veneration
 Civilization (Video Game) / int_7cb3c6c1
comment
Ancestor Veneration: Ancestor Worship is avaibable as a belief for religions that increases Culture from Shrines.
 Civilization (Video Game) / int_7cb3c6c1
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1.0
 Civilization (Video Game) / int_7cb3c6c1
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Civilization (Video Game) / int_7cb3c6c1
 Civilization (Video Game) / int_7d561d58
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Too Awesome to Use
 Civilization (Video Game) / int_7d561d58
comment
Too Awesome to Use: In Revolution (and its mobile-only sequel Revolution 2), you can get an intercontinental ballistic missile that will destroy anything it hits (except for a capital city) and deal massive damage to the adjacent tiles as well. However, you can't build it- it comes with the Manhattan Project wonder, meaning there can only be one in a single game. You may rush to build the Manhattan Project out of fear that an enemy will get to it first, only to find yourself sitting on the nuke, wondering when to use it.
 Civilization (Video Game) / int_7d561d58
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Civilization (Video Game) / int_7d561d58
 Civilization (Video Game) / int_7d7a7d0f
type
Opening Narration
 Civilization (Video Game) / int_7d7a7d0f
comment
The main theme and music used in the Opening Narration for I makes a return with said narration in IV.
 Civilization (Video Game) / int_7d7a7d0f
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Civilization (Video Game) / int_7d7a7d0f
 Civilization (Video Game) / int_7deb3fb1
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Crutch Character
 Civilization (Video Game) / int_7deb3fb1
comment
The Zulus in V are both this and a Crutch Character. They have nothing really going for them in the early-game nor the late-game, but in the Medieval period they get their Impis and their special promotions, allowing them to go on a path of bloody conquest until gunpowder is invented, the Impi become obsolete, and the Zulus are Brought Down to Normal.
 Civilization (Video Game) / int_7deb3fb1
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Civilization (Video Game) / int_7deb3fb1
 Civilization (Video Game) / int_7e38ea1
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Dead Artists Are Better
 Civilization (Video Game) / int_7e38ea1
comment
Dead Artists Are Better: Across all six instalments, only two individuals have ever been depicted while they were still alive: Steve Jobs (a Great Merchant in IV and V) and Prince Buster (a Great Musician in V). Justified in that dead artists are also much, much more numerous, and generally much easier to depict without running into legal issues.
 Civilization (Video Game) / int_7e38ea1
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Civilization (Video Game) / int_7e38ea1
 Civilization (Video Game) / int_7e74d66f
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Politically Correct History
 Civilization (Video Game) / int_7e74d66f
comment
Politically Correct History: As mentioned elsewhere on the page, the Civilopedia and leader descriptions desperately try to portray all civilizations in an entirely positive light. They glorify expansion without necessarily mentioning what that entailed (say, for the Spanish or Mongols), and gloss over some inequality. For instance, Korea's Joseon Dynasty is praised as intellectually and culturally enlightened, while not mentioning how conditions were for females. Civ V attempts to give a more rounded view on each civilisation, and also a 'judged by history' section comparing how their ethics match up to today's.
 Civilization (Video Game) / int_7e74d66f
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Civilization (Video Game) / int_7e74d66f
 Civilization (Video Game) / int_7efe2c19
type
Portmanteau
 Civilization (Video Game) / int_7efe2c19
comment
Scouts are early units excellent for exploring, mainly since they ignore most terrain movement penalties. This is nice as they can find "goody huts" or ancient ruins before other civilizations can... except when they get the "Your unit arms itself with weapons found in the ruins" event, which effectively changes the unit from a scout to an early combat unit, good in combat, but losing the movement bonus which was essentially the only reason to have the scout in the first place.To the joy of everyone, V fixes this problem by having these huts upgrade scouts to archers that still have all existing scout abilities (ignore terrain cost, see farther, plus any scouting promotions it has earned). Fans have coined this unit the "scarcher", and it keeps these scouting abilities after it is upgraded through the ages, so even as a machine gunner it enjoys the scouting bonuses, while normal scouts cannot upgrade at all and thus become thoroughly obsolete for combat.
 Civilization (Video Game) / int_7efe2c19
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Civilization (Video Game) / int_7efe2c19
 Civilization (Video Game) / int_7f3e75b6
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Look on My Works, Ye Mighty, and Despair
 Civilization (Video Game) / int_7f3e75b6
comment
Look on My Works, Ye Mighty, and Despair As you have seen on the top of the page, the box art of I depicts a giant sarcophagus-like carving under a modern city. The defeat screen of V depicts a colossal life-like marble statue of a woman with only the head and outstretched left arm exposed in an excavation site in the middle of a desert akin to the Trope Namer. Wonder which civilization sculpted the statue in the first place? Yep, it's your civ and the victorious civ sends archeologists to unearth it. The quote itself is also spoken in IV's Construction tech discovery quote.
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 Civilization (Video Game) / int_7f8ec449
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Bold Explorer
 Civilization (Video Game) / int_7f8ec449
comment
Bold Explorer: Later games in the series often have a dedicated unit, usually called something like the Scout or the Explorer, whose purpose is to quickly and cheaply uncover unknown bits of the world without having to commit an often-expensive military unit to the same job.
 Civilization (Video Game) / int_7f8ec449
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Civilization (Video Game) / int_7f8ec449
 Civilization (Video Game) / int_7fbb2a3
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Nice Job Breaking It, Hero!
 Civilization (Video Game) / int_7fbb2a3
comment
Averted in Gods & Kings, where you are no longer allowed to vote for yourself in a UN election. If you have done a lot of conquest, you might accidentally hand your opponent victory.
 Civilization (Video Game) / int_7fbb2a3
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Civilization (Video Game) / int_7fbb2a3
 Civilization (Video Game) / int_812ee32b
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Linear Warriors, Quadratic Wizards
 Civilization (Video Game) / int_812ee32b
comment
Linear Warriors, Quadratic Wizards: Combat-based factions like the Huns and Songhai get major bonuses in the early game, though their special abilities become less useful as the game progresses. Production, science, and culture-based factions typically start off much weaker, but their bonuses and unique units often stay useful longer. The Iroquois, for example, are crippled in the early game (as clearing forest tiles will ruin their late-game production and destroy their "roads"), but once they unlock the Lumber Mill and the Longhouse, their production skyrockets to a level that few civilizations can equal.
 Civilization (Video Game) / int_812ee32b
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Civilization (Video Game) / int_812ee32b
 Civilization (Video Game) / int_823c6e3e
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Large Ham
 Civilization (Video Game) / int_823c6e3e
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Large Ham: The Military Advisor in II is the largest. The warmongering civ leaders in V also count.
 Civilization (Video Game) / int_823c6e3e
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 Civilization (Video Game) / int_82f5ced1
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Conservation of Ninjutsu
 Civilization (Video Game) / int_82f5ced1
comment
Conservation of Ninjutsu: VI will eventually allow you to combine two of the same type of unit into a Corps, and later three into an Army. One of these is stronger than an individual composing unit, but weaker than using the two or three separately.
 Civilization (Video Game) / int_82f5ced1
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Civilization (Video Game) / int_82f5ced1
 Civilization (Video Game) / int_83441d66
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AIs
 Civilization (Video Game) / int_83441d66
comment
Averted by the A.I.s themselves in Revolution. Not only do they not have to agree to peace on the turn you attacked them if in Democracy themselves (they are usually given it as a grace period and will often demand something in compensation if you really want to force peace again), but they will remain at war until you/they initiate diplomacy again. In certain cases, A.I.s in Democracy can refuse peace (at least without a bribe) indefinitely while remaining in Democracy, making this a case of them playing by different rules as well!
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BFS
 Civilization (Video Game) / int_834420aa
comment
BFS: Broadswordsmen fall into this category.
 Civilization (Video Game) / int_834420aa
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Civilization (Video Game) / int_834420aa
 Civilization (Video Game) / int_834427cd
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Cap
 Civilization (Video Game) / int_834427cd
comment
Cap: In the earliest game, resources never ran out. In III, they have a small % chance of disappearing every turn, even if you just started using them last turn, leading to annoying scenarios like them running out at the most inconvenient time possible. V is the first game with this trope; how many copies of a resource now determines how many of a thing you can have at once. For instance, if you have only four herds of horses, that's how many Horse Archers you can own simultaneously.
 Civilization (Video Game) / int_834427cd
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Civilization (Video Game) / int_834427cd
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Exactly What It Says on the Tin
 Civilization (Video Game) / int_8409a385
comment
V features the "Giant Death Robot", which can only be acquired in the late game and is a way to cement your Curb-Stomp Battle victory.
 Civilization (Video Game) / int_8409a385
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Civilization (Video Game) / int_8409a385
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Encyclopedia Exposita
 Civilization (Video Game) / int_854b029a
comment
Encyclopedia Exposita: The Civilopedia, which contains just about everything you need to know about the game's structures, units, technologies, terrain and resources, with a smattering of Actual History scattered throughout.
 Civilization (Video Game) / int_854b029a
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Civilization (Video Game) / int_854b029a
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Random Number God
 Civilization (Video Game) / int_869ffa6b
comment
Due to the behind-the-scenes dice rolls, you can have some truly bizarre outcomes, like the common meme among fans of a spearman beating a tank. Each game after the first altered the combat equations in various ways without actually removing the problem. Fundamentally, it's about units having attack and (in some versions) defense values that fail to take into account basic concepts like range. Therefore, the Random Number God will eventually allow the spearman to get lucky. With the right combination of bonuses, it doesn't even need to be a lucky roll. In II, a veteran phalanx (+50% strength) in a mountain-top (x3 defence) city with walls (x3 defence) would win more often than not against anything less than a tank.
 Civilization (Video Game) / int_869ffa6b
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Civilization (Video Game) / int_869ffa6b
 Civilization (Video Game) / int_86b21114
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Badass Boast
 Civilization (Video Game) / int_86b21114
comment
Badass Boast: The opening narrations for many of the civs in V have at least one of these, such as the Huns': Sometimes when an AI declares war on you, they'll tell you about how they're trying to attempt a Domination Victory. And they're every bit as boastful as you'd think they would be. And, of course:
 Civilization (Video Game) / int_86b21114
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Civilization (Video Game) / int_86b21114
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WarmUpBoss
 Civilization (Video Game) / int_883f3732
comment
Warm-Up Boss: Barbarians in Revolution and Revolution 2 play this role. There's usually Barbarian villages not far from your starting position, so you're likely to run into them before you contact other civilizations. Unlike other most other games in the franchise, you actually engage in dialogue with them—but because of their Hard-Coded Hostility, it largely consists of them gloating about what they're going to do to you, cursing you for your victories over them, or dismissing them as unimportant. Barbarians also have an "Uncivilized" modifier that reduces the defense of their units by half compared to a comparable unit built by a civilization.
 Civilization (Video Game) / int_883f3732
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Civilization (Video Game) / int_883f3732
 Civilization (Video Game) / int_884e513b
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Medium Awareness
 Civilization (Video Game) / int_884e513b
comment
Medium Awareness: On rare occasions, when declaring war, Alexander the Great will look the player in the eye and ask, "You didn't really think I was going for a cultural victory, did you?" Hannibal does this too sometimes. Some of the reasons why another civ isn't on good terms with you dip into this. From V: "They think we are trying to win the game in a manner similar to theirs, and they don't like it." In IV, the AI will never trade away any techs required to build spaceship parts, because "we'd rather win the game, thank you very much."
 Civilization (Video Game) / int_884e513b
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 Civilization (Video Game)
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Civilization (Video Game) / int_884e513b
 Civilization (Video Game) / int_88e1831d
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Vast Bureaucracy
 Civilization (Video Game) / int_88e1831d
comment
Vast Bureaucracy: Different games have found different ways to represent this: The first three games had a corruption mechanic which affected individual cities, affected by government type, empire size, and the particular city's distance from the capital. This is supposed to represent a sprawling empire's tendency to be plagued by expensive red tape, inefficiency, and graft. IV replaces the corruption mechanic with city maintenance costs and Civics upkeep, largely representing the same thing. Unlike corruption (which drains a fixed proportion of a city's produced resources), the maintenance costs stay relatively static as the city grows - meaning that building a new city initially actually harms your economy, but once the city's developed the maintenance costs are negligible compared to the money the city produces. (By comparison, in the earlier games there was little reason not to grab land as quickly as possible as it would always at least produce something). There's also a Bureaucracy Civic, which provides a significant boost to your civ's capital (and no other city at all). V just gave up and made everything global; the empire itself is the basic unit of measure, instead of individual cities: If you build a Colosseum, it adds +X smileys to your empire's Happiness total. This makes war a lot easier, since it eliminates the catch-22 of newly-conquered citizens who are too furious to build things that would placate them. However, it does cause some Fridge Logic when you realize that angry citizens in newly-conquered, say, Shanghai are being pacified by the goings-on of a theater in New York. However, it was later changed so that basic happiness buildings can't provide more happiness than there are people in that city. On the other hand, other mechanics, particularly Culture, slant the game towards empires with a small number of well-developed cities. The more towns you have, the more Culture points each new policy requires; this slows down anyone who's going for a Culture Victory or who just wants the bonuses policies provide. Plus, the AI will get hostile if you encroach on (what they perceive to be) their territory. National Wonders: Every civilization gets to build one, but they require that each city under your control build one of a specific structure first (everyone needs a Library to build a National College in your capital, for example) so the more cities you have, the harder it becomes to build the National Wonder.
 Civilization (Video Game) / int_88e1831d
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Civilization (Video Game) / int_88e1831d
 Civilization (Video Game) / int_88e5fcbc
type
One-Hit Polykill
 Civilization (Video Game) / int_88e5fcbc
comment
One-Hit Polykill: An attacking unit can destroy all units in an enemy stack. Starting with Civilization III and Sid Meier's Alpha Centauri, it started to be replaced by a collateral damage mechanic to make massed assaults easier. The result was the "Stack of Doom" strategy, so V did away with stacks entirely.
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Civilization (Video Game) / int_88e5fcbc
 Civilization (Video Game) / int_8a07e085
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Denser and Wackier
 Civilization (Video Game) / int_8a07e085
comment
Revolution got even more Denser and Wackier than IV. The Sim-speak is even more pronounced in this game, even among the leaders. Barbarians have rather hammy dialogue in your encounters with them. Advisors (and other leaders!) will appear on-screen and shove each other out of the way when they have something they want to tell you and you're already speaking with someone else.
 Civilization (Video Game) / int_8a07e085
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Civilization (Video Game) / int_8a07e085
 Civilization (Video Game) / int_8acf3a97
type
Spreading Disaster Map Graphic
 Civilization (Video Game) / int_8acf3a97
comment
Spreading Disaster Map Graphic: I lets the player watch an animation at the end, showing the rival empires spreading across the world map. While it probably only counts as a disaster for the player if they lost, seeing one color expand at the expense of another almost certainly means someone's day was ruined.
 Civilization (Video Game) / int_8acf3a97
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1.0
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Civilization (Video Game) / int_8acf3a97
 Civilization (Video Game) / int_8b221a63
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Reed Richards Is Useless
 Civilization (Video Game) / int_8b221a63
comment
Reed Richards Is Useless: In some games in the series, you can research nuclear fusion, the panacea of energy technology. What can you use it for? Spaceship engines and Giant Death Robots.
 Civilization (Video Game) / int_8b221a63
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1.0
 Civilization (Video Game) / int_8b221a63
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Civilization (Video Game) / int_8b221a63
 Civilization (Video Game) / int_8bb6d274
type
Comeback Mechanic
 Civilization (Video Game) / int_8bb6d274
comment
Comeback Mechanic: In earlier games, The Great Library (of Alexandria) wonder allowed to get for free any technology that was already known or researched later by at least two other civs. Building it allowed for catching up over any given technological gap and was often worth rushing toward to outpace the competition. In I and II, conquering a city of a more advanced civ instantly grants a single, randomly selected technology that they know and the attacking civ lacks. This was a double-edged sword, since AI (already cheating with research) could easily catch-up with human players when their cities were poorly defended. There is a single wonder in every game in the series that grants one or two instantly researched technologies when built. Getting it allows to either cement your tech lead or to catch up when lagging behind. Espionage is designed to help civs that are lagging behind the technology race. In V in particular, once any civ reaches the Renaissance every civ gets their first spy and the main use of that spy is to steal technology. Stealing technology is much faster than researching it, ensuring that a player snowballing Science can't get too out of control. The World Congress in VI with Gathering Storm will eventually start holding votes to award or remove Diplomatic Victory Points, which can let civilizations who aren't winning band together to drag down the civilization who is and give them a chance to win instead. If the vote would win the leading civilization the game you can count on every other civilization voting against them.
 Civilization (Video Game) / int_8bb6d274
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Civilization (Video Game) / int_8bb6d274
 Civilization (Video Game) / int_8c1ad82f
type
Proud Warrior Race Guy
 Civilization (Video Game) / int_8c1ad82f
comment
Proud Warrior Race Guy: Some leaders act this way in their dialogue, although their behaviour towards you may not be that honorable.
 Civilization (Video Game) / int_8c1ad82f
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1.0
 Civilization (Video Game) / int_8c1ad82f
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Civilization (Video Game) / int_8c1ad82f
 Civilization (Video Game) / int_8c3dc1b5
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Video Game Time
 Civilization (Video Game) / int_8c3dc1b5
comment
In addition to an extreme case of Video Game Time (it's possible for a battle's outcome to change due to a forest suddenly growing around the defenders), named characters (civilization leaders and Great People) are immortal, and change appearance to suit the era (until V).
 Civilization (Video Game) / int_8c3dc1b5
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Civilization (Video Game) / int_8c3dc1b5
 Civilization (Video Game) / int_8c4461de
type
Veteran Unit
 Civilization (Video Game) / int_8c4461de
comment
Veteran Unit: Unit experience mechanics have been present in all iterations of the game to date. The first two simply had a binary distinction between "veteran" and "non-veteran"; later games have added increasingly more elaborate implementations.
 Civilization (Video Game) / int_8c4461de
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Civilization (Video Game) / int_8c4461de
 Civilization (Video Game) / int_8d5b5a98
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Useless Useful Non-Combat Abilities
 Civilization (Video Game) / int_8d5b5a98
comment
Useless Useful Non-Combat Abilities: Neighborhoods in VI are widely considered to be never worth building. They unlock so late in the civic tree that they're no longer useful by the time you get them, they compete for high Appeal tiles with National Parks and Seaside Resorts, and their purpose, growing population, is generally seen as a detriment past a certain point due to how amenities work. Spies can also target them for the Recruit Partisans action, one of the few legitimately dangerous actions a spy can perform.
 Civilization (Video Game) / int_8d5b5a98
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Civilization (Video Game) / int_8d5b5a98
 Civilization (Video Game) / int_8d6c8737
type
Insurmountable Waist-Height Fence
 Civilization (Video Game) / int_8d6c8737
comment
Insurmountable Waist-Height Fence: In the player's favor, for once. In earlier games, if you were alone in a land that was separated from the rest of a world by a narrow one-tile isthmus (which was common, due to the random fractal maps) you could put one single unit on it and thus keep the computer from settling "your" area unless it wanted to declare war. IV and V avert this by allowing friendly units to pass friendly units, and allowing units to embark to shallow water early in the game with the right tech. However, with tricky city planning a player can still accomplish this with borders - even the tiniest area covered by borders is still unpassable without war if you deny opponents Open Borders.
 Civilization (Video Game) / int_8d6c8737
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Civilization (Video Game) / int_8d6c8737
 Civilization (Video Game) / int_8d718b9e
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Bears Are Bad News
 Civilization (Video Game) / int_8d718b9e
comment
Bears Are Bad News: Bears are the greatest menace to early explorers in IV... at least until the roving barbarians get their hands on bronze weaponry.
 Civilization (Video Game) / int_8d718b9e
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Civilization (Video Game) / int_8d718b9e
 Civilization (Video Game) / int_8df14c99
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One-Hit-Point Wonder
 Civilization (Video Game) / int_8df14c99
comment
One-Hit-Point Wonder: Civilian units are this in every game, barring special circumstances. All military units were this until II, which introduced a Hit Points system to avert the "Spearman Beats Tank" problem. III simplified the combat system but reintroduced the problem. IV merged Hit Points and combat power into one figure, making Death of a Thousand Cuts a serious problem. V generally averts this, but there are a few situations where units become One Hit Point Wonders despite having 10 HP: Any embarked unit is instantly killed by enemy naval units moving onto their tile, unless they have Defensive Embarkment. (No longer the case as of Gods and Kings) Units stationed in cities are instantly killed if the city is captured or nuked. Civilian units attacked in melee on land are either captured or killed instantly, depending on type.
 Civilization (Video Game) / int_8df14c99
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Civilization (Video Game) / int_8df14c99
 Civilization (Video Game) / int_8e0430ab
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Non-Standard Game Over
 Civilization (Video Game) / int_8e0430ab
comment
Non-Standard Game Over: The Earth will cease to exist if you use about 200 or more Nukes. In the Next War scenario in the "Beyond the Sword" expansion for IV, the world will "crack open" after 20 nukes total (including rivals).
 Civilization (Video Game) / int_8e0430ab
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Civilization (Video Game) / int_8e0430ab
 Civilization (Video Game) / int_90b66e22
type
Femme Fatale
 Civilization (Video Game) / int_90b66e22
comment
In II, Leonardo's Workshop automatically upgrades all your Diplomat units to Spy units. The Diplomat is depicted as a little man in formal wear, the Spy as a Femme Fatale in a Little Black Dress.
 Civilization (Video Game) / int_90b66e22
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Civilization (Video Game) / int_90b66e22
 Civilization (Video Game) / int_90c018ac
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Justified Trope
 Civilization (Video Game) / int_90c018ac
comment
Used by Grenadiers in IV. Seeing as Cartoon Bombs are modeled after early cast-iron, black-powder grenades, this is not surprising.
 Civilization (Video Game) / int_90c018ac
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 Civilization (Video Game) / int_90c018ac
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Civilization (Video Game) / int_90c018ac
 Civilization (Video Game) / int_91b31f6b
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Please Select New City Name
 Civilization (Video Game) / int_91b31f6b
comment
Please Select New City Name: The Trope Namer.
 Civilization (Video Game) / int_91b31f6b
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Civilization (Video Game) / int_91b31f6b
 Civilization (Video Game) / int_940a5958
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Artificial Stupidity
 Civilization (Video Game) / int_940a5958
comment
Food and population growth is the highest value stat in most Civilization games, particularly from IV onward, as it removed infrastructure requirement to grow above certain size of a city (which was particularly harsh in III). By having more population, you have more people working, more wealth being generated, and population growing. Various buildings in IV offer either percentage modifiers, so the more the city was making of a given thing, the bigger the bonus. Not to mention, in V, several buildings (such as the Library) scale proportionally based on population and kept percentage-based modifiers. It's not uncommon for people to build 2-3 cities on one playthrough and win because of this (since having lots of small cities carries a higher unhappiness penalty than having a few massive ones). Its relationship with Science makes the problem worse in V. A larger population means higher Science output, and each city you found marginally increases your technology costs, so by only having a few cities with high population, you're going to have a technological advantage over larger civs. This is apparently one of the main reasons why putting heavy emphasis on science is important, since Artificial Stupidity causes the AI to suffer technological penalties for having more cities and instead are blessed with a cheating economy so that they can put emphasis on building a lot of weak units while neglecting to properly build their own cities. It's usually better to have few strong units than to try and build as many units as possible.
 Civilization (Video Game) / int_940a5958
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Civilization (Video Game) / int_940a5958
 Civilization (Video Game) / int_94680696
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Shaped Like Itself
 Civilization (Video Game) / int_94680696
comment
Shaped Like Itself: In V, one of the strong negative diplomatic modifiers can be "They are denouncing us". In other words, one of the contributing reasons why they don't like you is that they've said that they don't like you.
 Civilization (Video Game) / int_94680696
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Civilization (Video Game) / int_94680696
 Civilization (Video Game) / int_9492d6a5
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Evil Is Easy
 Civilization (Video Game) / int_9492d6a5
comment
Evil Is Easy: Just don't engage in Diplomacy with other nations. EVER. It's certainly better than getting inconveniently betrayed or having to give them your technology and money. (See Chronic Backstabbing Disorder above.)
 Civilization (Video Game) / int_9492d6a5
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Civilization (Video Game) / int_9492d6a5
 Civilization (Video Game) / int_96181ea7
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Loads and Loads of Loading
 Civilization (Video Game) / int_96181ea7
comment
Loads and Loads of Loading: The original game took a looong time to build worlds. The "In the beginning..." sequence was included to help disguise this. A fairly common complaint in V between turns, especially in the later eras on larger maps with all but the most powerful home PCs (at least at the time of release). One trick is switching to the strategic view, which has simpler graphics, before ending each turn. A patch in June 2012 (making way for the Gods & Kings expansion) has some people saying this has gotten worse, although a small number have said the patch has actually shortened the wait. Solvable by enabling "Quick Combat", which makes all units damage each other instantly when attacking instead of having to play the attack animations, which is extremely useful where air units are concerned in particular, as the AI loves to spam them, and without this setting turns could take minutes or possibly even an hour, because that Triplane for some reason needs to make literally one thousand passes over an enemy Destroyer...
 Civilization (Video Game) / int_96181ea7
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 Civilization (Video Game) / int_96181ea7
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Civilization (Video Game) / int_96181ea7
 Civilization (Video Game) / int_963086ce
type
Damn You, Muscle Memory!
 Civilization (Video Game) / int_963086ce
comment
Damn You, Muscle Memory!: In I and II, Democracy was a linear upgrade of Republic and, in many ways, the best government in the game, as it removed corruption out of the picture and offered gigantic economic bonuses. III reworked how governments operate significantly, making Democracy a virtually useless time and money sink to even research it, outside of a tiny handful of situations. But since previous two games made Democracy so damn good, many people straight-out beelined for it. V has a pretty bad one as the start of the game. In IV, you would select "Play Now", choose your options (civilization, map, etc), and start the game. In V, selecting "Play Now" takes you directly to the initial loading screen without giving a chance to change the options, perplexing given that most players would want to take a second to confirm their settings before starting a game that takes many hours to complete, unless they're "re-rolling" a new map. Ed Beach, lead designer of Civilization VI, deliberately made mechanics different enough that things players would normally do were no longer a good strategy.
 Civilization (Video Game) / int_963086ce
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 Civilization (Video Game) / int_963086ce
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Civilization (Video Game) / int_963086ce
 Civilization (Video Game) / int_98b1dc8f
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Luck-Based Mission
 Civilization (Video Game) / int_98b1dc8f
comment
Military Academy allows to form Armies without having a Leader. If that wasn't enough, all Armies gain a +25% bonus to their Attack and Defense, making an already broken feature even more broken. However, to build Military Academy, you need to gain a Leader, form an army with it and win at least a single fight with it. Since getting Leaders is by itself a Luck-Based Mission for continously winning battles with an already elite unit, chances are you will never unlock this wonder and if so - only very late in the game, when it is significantly less potent than in earlier stages.
 Civilization (Video Game) / int_98b1dc8f
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Civilization (Video Game) / int_98b1dc8f
 Civilization (Video Game) / int_9a117348
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Idiosyncratic Difficulty Levels
 Civilization (Video Game) / int_9a117348
comment
Idiosyncratic Difficulty Levels: Just click the link, there's a big list on the trope page.
 Civilization (Video Game) / int_9a117348
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1.0
 Civilization (Video Game) / int_9a117348
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Civilization (Video Game) / int_9a117348
 Civilization (Video Game) / int_9aaf8eca
type
Crippling Overspecialization
 Civilization (Video Game) / int_9aaf8eca
comment
Crippling Overspecialization: Submarines are very powerful against other ships, but without giving them one-use missiles, they can't attack land targets. Averted in VI—submarines (and their advanced Nuclear Sub counterparts) are now quite capable of bombarding cities and land-units, and even destroying Improvements... in fact, due to their special ability (being invisible to anything more than one hex away), they're GREAT for it, since they can easily avoid counterattacks by keeping out to sea.
 Civilization (Video Game) / int_9aaf8eca
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Civilization (Video Game) / int_9aaf8eca
 Civilization (Video Game) / int_9b66f7f5
type
Suspiciously Small Army
 Civilization (Video Game) / int_9b66f7f5
comment
Suspiciously Small Army: A "unit" can be anything from one ship or aircraft to 10 soldiers, depending on the game. Most players, however, seem to regard this as a non-issue, regarding land and air units to represent larger groupings (what seems to be ten Riflemen is actually a whole division of rifles; what seems to be one Jet Fighter is actually a whole wing of jets). For naval units, early units like Galleys seem to be groupings, but it would actually make sense for later units to be individual ships (those things are big and expensive enough, and tend to be built in smaller numbers anyway). (See Space Compression above.)
 Civilization (Video Game) / int_9b66f7f5
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Civilization (Video Game) / int_9b66f7f5
 Civilization (Video Game) / int_9b6cc16b
type
No Range Like Point-Blank Range
 Civilization (Video Game) / int_9b6cc16b
comment
No Range Like Point-Blank Range: In V, late-game you gain access to machine gun/bazooka teams. They count as ranged weapons, but can only fire one tile away unless they have the extra range promotion, which is the same as melee units. Since it's technically a ranged attack, however, they don't take any damage in return, unlike melee units, who always take some regardless.
 Civilization (Video Game) / int_9b6cc16b
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 Civilization (Video Game) / int_9b6cc16b
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 Civilization (Video Game)
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Civilization (Video Game) / int_9b6cc16b
 Civilization (Video Game) / int_9b9397bb
type
Difficult, but Awesome
 Civilization (Video Game) / int_9b9397bb
comment
Difficult, but Awesome: Aiming for the Domination or Conquest victory fits into this bill in many of the games. Invading other people's cities and annexing them (or Rape, Pillage, and Burn or, in V, making puppet states out of them) fits the bill. It's fun to conquer every single city, but it requires a lot of micromanagement and strategy with your units. You're also going to have to deal with a lot of unhappiness due to overpopulation, angry citizens from occupied cities and city-states, and having diplomatic relations completely cut off and every civilization declare war on you for your war-mongering attitude. This is why "military based civilizations" (i.e. Mongols, Aztecs, Huns, and the Japanese) are considered to be a high-risk/high-reward type of civilization. The entire point of Wonders is they are expensive to produce: other people may beat you to building one (meaning you wasted all your effort) and time spent building one could have been better spent making lots of conventional forces. But if you finish it, you get something pretty awesome that changes how you play the game. Getting a Cultural Victory via Tourism in Brave New World requires a lot of planning, both to get the right Great Works at the right time and getting the aforementioned Wonders, but do it right and you can get the rest of the world to concede the superiority of your culture without firing a shot.
 Civilization (Video Game) / int_9b9397bb
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Civilization (Video Game) / int_9b9397bb
 Civilization (Video Game) / int_9beffa1c
type
Hard-Coded Hostility
 Civilization (Video Game) / int_9beffa1c
comment
Hard-Coded Hostility: Barbarians in every game. No civilization can have diplomatic relations with them, and they are hostile to every civilization. Downplayed in V: Brave New World, regarding civs that follow a different ideology than you. You can overcome the resulting diplomatic penalty and retain friendly relations, but the much more likely outcome is that they soon begin hating your guts, even if you've been close allies up to that point.
 Civilization (Video Game) / int_9beffa1c
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Civilization (Video Game) / int_9beffa1c
 Civilization (Video Game) / int_9cb3e22e
type
Interface Spoiler
 Civilization (Video Game) / int_9cb3e22e
comment
Interface Spoiler: Occasionally in V, your advisors will recommend you build a Work Boat even though you have no coastal resources left to improve. It's a sign that there's a hidden Oil reserve somewhere inside your coastal borders. In VI with the Gathering Storm DLC, the map overview for Settlers shows which plots of land will be flooded when climate change inevitably makes the seas rise. An anti-frustration feature, this is available from the Ancient era, even though ancient peoples should have no way of anticipating that climate change will be a problem for their distant descendants.
 Civilization (Video Game) / int_9cb3e22e
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1.0
 Civilization (Video Game) / int_9cb3e22e
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 Civilization (Video Game)
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Civilization (Video Game) / int_9cb3e22e
 Civilization (Video Game) / int_9d1cc720
type
Barbie Doll Anatomy
 Civilization (Video Game) / int_9d1cc720
comment
The Egyptian herald from II, a shapely, dark-skinned lady in a filmy, see-through dress (though Barbie Doll Anatomy keeps it from being too risque).
 Civilization (Video Game) / int_9d1cc720
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1.0
 Civilization (Video Game) / int_9d1cc720
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 Civilization (Video Game)
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Civilization (Video Game) / int_9d1cc720
 Civilization (Video Game) / int_9d49a7cd
type
Alliance Meter
 Civilization (Video Game) / int_9d49a7cd
comment
Alliance Meter: Every game tracks your relationships with other civilizations using one, factoring in both opinions and existing treaties. In V, each city state has one for each full-sized civ. It was refined in the Gods & Kings expansion to make more sense, with clear delineators for how pissed-off they were at you for doing something like trespassing.
 Civilization (Video Game) / int_9d49a7cd
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 Civilization (Video Game) / int_9d49a7cd
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 Civilization (Video Game)
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Civilization (Video Game) / int_9d49a7cd
 Civilization (Video Game) / int_9d73dfcc
type
The All-Seeing A.I.
 Civilization (Video Game) / int_9d73dfcc
comment
The All-Seeing A.I.: Used completely straight in the earlier games. III had the AI knowing which cities had the fewest units in them. As discussed in Playing to Lose: AI and "Civilization" (at 30 minute mark), players exploited this by noticing the AI build up an amphibious invasion force, intentionally leaving a city empty to attract the invasion, and switch the empty city to a distant coastline just before they're about to land. Mostly averted in IV, except that the AI negotiators know precisely what the relative values of various goods are, leading to weirdness such as knowing the value of trading world maps when they shouldn't know what's on yours. In V, AI players frequently "covet your lands," despite having never visited your land and not knowing where it is or what resources it has. One may, early in the game, witness the AI placing cities in almost dead tundra areas of no value, at the cost of better areas, and proceed to defend these places heavily. This is not the settler-happy AI function at work and it has nothing to do with the land's value at this time. The AI is aware of the locations of all resources, no matter the age. Later ages will reveal these resources to players with proper research. And that less-than-ideal location note or even an ideal location, the richness of the location in early ages is not the point here suddenly ends up full of Oil, Coal and Aluminum nodes. The AI doesn't have the ability to harvest them yet, but will still value the areas that have them. If non-warmonger leaders are treating you vehemently for no good reason, either for your territory or borders, then it's a good guess that you're sitting on future riches.
 Civilization (Video Game) / int_9d73dfcc
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 Civilization (Video Game) / int_9d73dfcc
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Civilization (Video Game) / int_9d73dfcc
 Civilization (Video Game) / int_9dad9e49
type
Western Zodiac
 Civilization (Video Game) / int_9dad9e49
comment
Western Zodiac: An astrological star chart provides a background in the map and main menu, and several of the signsnote Scorpio, Cancer, Leo, Pisces, Aquarius, and Taurus are used as generic religious icons for custom religions.
 Civilization (Video Game) / int_9dad9e49
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 Civilization (Video Game) / int_9dad9e49
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Civilization (Video Game) / int_9dad9e49
 Civilization (Video Game) / int_9dfb8296
type
This Is Gonna Suck
 Civilization (Video Game) / int_9dfb8296
comment
This Is Gonna Suck: Deity difficulty in IV. "Muahahahaha! Good luck, sucker!" Sometimes, in V, your chief rival may declare war on you if he (a) doesn't like you and (b) thinks he has no other way to win, even if the outcome is gloomy. The dialogue box effectively says, "This is gonna suck... but I need to attack you!"
 Civilization (Video Game) / int_9dfb8296
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 Civilization (Video Game) / int_9dfb8296
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 Civilization (Video Game)
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Civilization (Video Game) / int_9dfb8296
 Civilization (Video Game) / int_9f6fb586
type
Leitmotif
 Civilization (Video Game) / int_9f6fb586
comment
II took Montezuma's theme from I and made it a Leitmotif for the game itself, while an alternate take ("Tenochtitlan Revealed") is part of the in-game soundtrack. (This was also done for other I leaders who had original music: Hammurabi's theme became "Hammurabi's Code," Ramesses' theme became "Harvest of the Nile," Caesar's theme became "Augustus Rises," Alexander's theme became "Aristotle's Pupil," Mao's theme became "The Shining Path," and Gandhi's theme became "Gautama Ponders.")
 Civilization (Video Game) / int_9f6fb586
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1.0
 Civilization (Video Game) / int_9f6fb586
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_9f6fb586
 Civilization (Video Game) / int_9f80e1da
type
Sarcasm Mode
 Civilization (Video Game) / int_9f80e1da
comment
VI added Apocalypse Mode which adds the soothsayer, a unit that can cause natural disasters to happen. Normally a natural disaster will be met with grumbling from a player as all their improved tiles and districts get pillaged, but if you never built or improved anything this negative is basically not a thing, leaving only the positive of improved tile yield. So, the solution is (obviously) to cause flood upon flood or volcanic eruption after eruption to improve food output to ridiculous levels.
 Civilization (Video Game) / int_9f80e1da
featureApplicability
1.0
 Civilization (Video Game) / int_9f80e1da
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_9f80e1da
 Civilization (Video Game) / int_a0f61fe2
type
Power-Up Letdown
 Civilization (Video Game) / int_a0f61fe2
comment
Power-Up Letdown: Scouts are early units excellent for exploring, mainly since they ignore most terrain movement penalties. This is nice as they can find "goody huts" or ancient ruins before other civilizations can... except when they get the "Your unit arms itself with weapons found in the ruins" event, which effectively changes the unit from a scout to an early combat unit, good in combat, but losing the movement bonus which was essentially the only reason to have the scout in the first place.To the joy of everyone, V fixes this problem by having these huts upgrade scouts to archers that still have all existing scout abilities (ignore terrain cost, see farther, plus any scouting promotions it has earned). Fans have coined this unit the "scarcher", and it keeps these scouting abilities after it is upgraded through the ages, so even as a machine gunner it enjoys the scouting bonuses, while normal scouts cannot upgrade at all and thus become thoroughly obsolete for combat. Sometimes in V, if you're using a Warrior for some quick exploration and they stop on some Ancient Ruins, they can turn into spearmen. Great for everyone else! Not so great if you're playing as The Huns, which replaces spearmen with battering rams as their unique unit, leaving you with a siege unit that can't attack other units or properly protect itself. You best get that ram back to your city so you can put it to better use, lest the barbarians come and smash it to bits. Some of the Unique Units lose their massive bonuses when they get upgraded. The poor Zulu Impi are probably the worst, losing nearly all their unique bonuses over the next two upgrades above them.
 Civilization (Video Game) / int_a0f61fe2
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1.0
 Civilization (Video Game) / int_a0f61fe2
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a0f61fe2
 Civilization (Video Game) / int_a119b588
type
Hey, You!
 Civilization (Video Game) / int_a119b588
comment
Hey, You!: Part of a Bilingual Bonus with Maria I: she consistently addresses you with the formal (and outdated) second person Portuguese plural... except if you call on her while at war, after which she will shout "Porque vieste?" ("Why did you come?") with the informal second person singular, which is considered rude to use for the unfamiliar and which you would never use for a foreign head of state.
 Civilization (Video Game) / int_a119b588
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1.0
 Civilization (Video Game) / int_a119b588
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a119b588
 Civilization (Video Game) / int_a1c0cab7
type
New Tech Is Not Cheap
 Civilization (Video Game) / int_a1c0cab7
comment
New Tech Is Not Cheap: IV uses this as part of their approach to the series' traditional tech tree. While you don't have to research all of the prerequisites for certain technologies, doing so reduces the research costs.
 Civilization (Video Game) / int_a1c0cab7
featureApplicability
1.0
 Civilization (Video Game) / int_a1c0cab7
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 Civilization (Video Game)
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Civilization (Video Game) / int_a1c0cab7
 Civilization (Video Game) / int_a3b97d13
type
Eye of Horus Means Egypt
 Civilization (Video Game) / int_a3b97d13
comment
Eye of Horus Means Egypt: In Civilization IV, V, and VI, the icons for the Egyptian Empire are the "Eye Of Horus".
 Civilization (Video Game) / int_a3b97d13
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1.0
 Civilization (Video Game) / int_a3b97d13
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 Civilization (Video Game)
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Civilization (Video Game) / int_a3b97d13
 Civilization (Video Game) / int_a3f1531b
type
Standard Snippet
 Civilization (Video Game) / int_a3f1531b
comment
Standard Snippet: "Also sprach Zarathustra" is played when you win II by launching a spaceship. It's also a Great Work of Music in V.
 Civilization (Video Game) / int_a3f1531b
featureApplicability
1.0
 Civilization (Video Game) / int_a3f1531b
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 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_a3f1531b
 Civilization (Video Game) / int_a40533bb
type
Glam Rock
 Civilization (Video Game) / int_a40533bb
comment
The Gathering Storm expansion for VI adds the Rock Band as a late-game cultural unit. Purchased using Faith, rock bands are sent overseas to tour, generating tourism for their home country and helping them win a cultural victory. Upon creating a rock band, you name it and give it one of several promotions that inform what type of music it plays, giving it various bonuses; for instance, Glam Rock, reggae, and festival bands gain bonuses for playing at theater squares, water parks, and national parks respectively, religious bands can convert foreign cities, and indie rock bands reduce loyalty in foreign cities (great for when you want to flip a neighboring city with shaky loyalty).
 Civilization (Video Game) / int_a40533bb
featureApplicability
1.0
 Civilization (Video Game) / int_a40533bb
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a40533bb
 Civilization (Video Game) / int_a414c3f0
type
One-Hit Kill
 Civilization (Video Game) / int_a414c3f0
comment
Across all the games, nuclear weapons are by far the most devastating weapon that can be built (but see One-Hit Kill below). Using them, however, is something of a Moral Event Horizon as far as the game is concerned, causing all AI players to declare war with you automatically and leaving horrendous pollution behind, beginning a catastrophic period of Global Warming (A.K.A. Nice Job Breaking It, Hero). Interestingly, in IV you can get the UN to sign a nonproliferation treaty banning the building (but not use) of nuclear weapons, and an advanced player can sometimes do this after building his own nukes, leaving himself the sole nuclear armed power in the game.
 Civilization (Video Game) / int_a414c3f0
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1.0
 Civilization (Video Game) / int_a414c3f0
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a414c3f0
 Civilization (Video Game) / int_a43a691b
type
Finishing Move
 Civilization (Video Game) / int_a43a691b
comment
Finishing Move: In VI, units now perform one when finally killing a unit. For example, polearm-wielding units like spearmen will stab the final enemy, and swing it over their head as one.
 Civilization (Video Game) / int_a43a691b
featureApplicability
1.0
 Civilization (Video Game) / int_a43a691b
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a43a691b
 Civilization (Video Game) / int_a456a8a9
type
Randomly Generated Levels
 Civilization (Video Game) / int_a456a8a9
comment
Randomly Generated Levels: There's a selection of such maps; Pangaea, Continents, Archipelago, Fractal, etc. The randomness makes exploration an important part of the early game, to scout the shape and quality of the land and also to find your neighbors and, from V onwards, natural wonders. Some games/add-ons have preset maps too.
 Civilization (Video Game) / int_a456a8a9
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1.0
 Civilization (Video Game) / int_a456a8a9
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 Civilization (Video Game)
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Civilization (Video Game) / int_a456a8a9
 Civilization (Video Game) / int_a4f497d8
type
Born Under the Sail
 Civilization (Video Game) / int_a4f497d8
comment
Born Under the Sail: In Civilization V, the Polynesians have an unique ability to embark on the ocean way earlier than any other civilization. In Civilization VI, the Norwegians gain a similar ability. Taken up to its logical conclusion by the Maori in VI's Gathering Storm expansion, as they start out in the ocean and gain appropriate bonuses for doing so.
 Civilization (Video Game) / int_a4f497d8
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1.0
 Civilization (Video Game) / int_a4f497d8
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 Civilization (Video Game)
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Civilization (Video Game) / int_a4f497d8
 Civilization (Video Game) / int_a52f8fdf
type
Bolt of Divine Retribution
 Civilization (Video Game) / int_a52f8fdf
comment
Bolt of Divine Retribution: In VI, theological combat, a representation of religious conflict within a region, is manifested by one religious unit summoning a thundercloud which blasts the opposition.
 Civilization (Video Game) / int_a52f8fdf
featureApplicability
1.0
 Civilization (Video Game) / int_a52f8fdf
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 Civilization (Video Game)
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Civilization (Video Game) / int_a52f8fdf
 Civilization (Video Game) / int_a547562c
type
Spy Catsuit
 Civilization (Video Game) / int_a547562c
comment
Happens again in IV, as pre-industrial era spies, men in black robes, transform into women in skin-tight catsuits upon reaching the industrial era. In IV, it's actually a case of Sweet Polly Oliver, since upon being captured, the "male" spies still sound female.
 Civilization (Video Game) / int_a547562c
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1.0
 Civilization (Video Game) / int_a547562c
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a547562c
 Civilization (Video Game) / int_a65288e2
type
Ascended Extra
 Civilization (Video Game) / int_a65288e2
comment
Ascended Extra: After several games, Austria (among others) finally made its appearance as a playable civilization in the Gods & Kings expansion for V. Many City-States eventually became full Civilizations and were replaced as city-states to avoid confusion when the related Downloadable Content or expansion was released (Denmark conquering Copenhagen and having two cities with the name, for example). In the DLC for VI, the city-states of Amsterdam, Babylon, Antioch, Seoul, Jakarta, Stockholm, Carthage, Lisbon, Toronto, and Palenque get replaced with new city-states with the introduction of Netherlands, Babylon, Byzantium, Korea, Indonesia, Phoenicia, Portugal, Canada, and Maya as playable civilizations. Also in DLC for VI, Genghis Khan, Aza Nzinga, and Simon Bolivar get replaced as Great Generals with Timur, Amina, and Jose de San Martin with their introductions as leaders.
 Civilization (Video Game) / int_a65288e2
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1.0
 Civilization (Video Game) / int_a65288e2
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 Civilization (Video Game)
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Civilization (Video Game) / int_a65288e2
 Civilization (Video Game) / int_a6561504
type
Ascended Fanon
 Civilization (Video Game) / int_a6561504
comment
Note that "Always War," like the One-City Challenge, is quasi-Ascended Fanon: both were relatively common Self Imposed Challenges within the Civ community in the earlier incarnations of the game. It's still possible to play "Always War," but the game doesn't "officially" recognize it.
 Civilization (Video Game) / int_a6561504
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1.0
 Civilization (Video Game) / int_a6561504
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a6561504
 Civilization (Video Game) / int_a6653039
type
Subsystem Damage
 Civilization (Video Game) / int_a6653039
comment
Subsystem Damage: Unlike in previous games where you either took an enemy city wholesale or didn't at all, in VI you can target and destroy individual districts outside the city centre to cripple parts of their industry.
 Civilization (Video Game) / int_a6653039
featureApplicability
1.0
 Civilization (Video Game) / int_a6653039
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a6653039
 Civilization (Video Game) / int_a6b14ee1
type
Hollywood Tactics
 Civilization (Video Game) / int_a6b14ee1
comment
The opening cutscene for VI tries to avert Hollywood Tactics by having a WW2 infantry charge of well-spread troops covering each other on the run... performed by bayonetless musket-toting Polish-Lithuanian Commonwealth soldiers.
 Civilization (Video Game) / int_a6b14ee1
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1.0
 Civilization (Video Game) / int_a6b14ee1
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a6b14ee1
 Civilization (Video Game) / int_a8076bdf
type
War Elephants
 Civilization (Video Game) / int_a8076bdf
comment
War Elephants: In II, they become available when you discover Polytheism, for some reason. In III, they're India's special unit, replacing knights. In IV, they become available when you discover Construction, but you also need access to Ivory. Three separate versions show up as special units in V; the standard War Elephant replacing the Chariot Archer for India, Naresuan's Elephant replacing Siam's Knight, and African Forest Elephant replacing Carthage's Horseman. Three elephant unique units appear in VI; the Varu replacing the Horseman for India, the Domrey replacing the Trebuchet for the Khmer, and the Voi Chiến replacing the Crossbowman for Vietnam.
 Civilization (Video Game) / int_a8076bdf
featureApplicability
1.0
 Civilization (Video Game) / int_a8076bdf
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_a8076bdf
 Civilization (Video Game) / int_a8217606
type
Sweet Polly Oliver
 Civilization (Video Game) / int_a8217606
comment
Sweet Polly Oliver: In the Beyond The Sword expansion for IV, the ordinary spy in earlier ages is a woman disguised as a shepherd with a fake beard. In later ages she drops the act and dons a Spy Catsuit.
 Civilization (Video Game) / int_a8217606
featureApplicability
1.0
 Civilization (Video Game) / int_a8217606
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_a8217606
 Civilization (Video Game) / int_a8357dc2
type
No Woman's Land
 Civilization (Video Game) / int_a8357dc2
comment
As mentioned elsewhere on the page, the Civilopedia and leader descriptions desperately try to portray all civilizations in an entirely positive light. They glorify expansion without necessarily mentioning what that entailed (say, for the Spanish or Mongols), and gloss over some inequality. For instance, Korea's Joseon Dynasty is praised as intellectually and culturally enlightened, while not mentioning how conditions were for females.
 Civilization (Video Game) / int_a8357dc2
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1.0
 Civilization (Video Game) / int_a8357dc2
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_a8357dc2
 Civilization (Video Game) / int_a8559a9f
type
RealLife
 Civilization (Video Game) / int_a8559a9f
comment
If you've got a nuclear weapon and a bunch of enemies about to take one of your cities, launching said weapon is a perfectly viable way to clear out those enemies. In Real Life citizens would probably object to the government launching a nuclear weapon upon one of its own urban areas, but in Civ all it does is shut down production for a few turns (which, considering the other option of losing it entirely, is definitely the much better option).
 Civilization (Video Game) / int_a8559a9f
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1.0
 Civilization (Video Game) / int_a8559a9f
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_a8559a9f
 Civilization (Video Game) / int_aa07733b
type
Hint System
 Civilization (Video Game) / int_aa07733b
comment
Hint System: Each game will automatically give periodic hints about game features. In the city and technology screens, advisors recommend which option to pick. These hints may be turned off, with later games also letting the player to just give hints on new features.
 Civilization (Video Game) / int_aa07733b
featureApplicability
1.0
 Civilization (Video Game) / int_aa07733b
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_aa07733b
 Civilization (Video Game) / int_aa8dcc21
type
MegaCorp
 Civilization (Video Game) / int_aa8dcc21
comment
MegaCorp: You can found them in the Beyond the Sword expansion for IV.
 Civilization (Video Game) / int_aa8dcc21
featureApplicability
1.0
 Civilization (Video Game) / int_aa8dcc21
featureConfidence
1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_aa8dcc21
 Civilization (Video Game) / int_ab173426
type
Ruthless Modern Pirates
 Civilization (Video Game) / int_ab173426
comment
Ruthless Modern Pirates: In later games, particularly V and VI, this is what barbarians become once you hit the more modern tech ages. Their spiky tribal outposts become a more modern shantytown and they keep pace technologically with you, deploying more advanced units to harass your civilization. And since barbarian camps on the coast put out ships as well as land units, expect them to do actual piracy on your sea trade routes.
 Civilization (Video Game) / int_ab173426
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1.0
 Civilization (Video Game) / int_ab173426
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_ab173426
 Civilization (Video Game) / int_ab5d5d86
type
Evolving Music
 Civilization (Video Game) / int_ab5d5d86
comment
Evolving Music: In VI, each Civilization's theme music changes over the Era. For example the Russian theme goes from traditional, to Grimdark (Industrial) to Soviet-theme chanting (Atomic Era), reflecting Russia's history itself. And yet the simple melody you start with is at the core of every evolution of the music.
 Civilization (Video Game) / int_ab5d5d86
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1.0
 Civilization (Video Game) / int_ab5d5d86
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 Civilization (Video Game)
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Civilization (Video Game) / int_ab5d5d86
 Civilization (Video Game) / int_abd29ad8
type
No-Sell
 Civilization (Video Game) / int_abd29ad8
comment
No-Sell: One of the reasons why Stealth Bombers are a Game-Breaker in V is their immunity to Anti-Air. That thick network of Mobile SAMs of yours won't do a thing; your best hope is to quickly bring down the cities they're based in, because hoping that they take more damage attacking your units than they can Air Repair back is a futile one.
 Civilization (Video Game) / int_abd29ad8
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1.0
 Civilization (Video Game) / int_abd29ad8
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 Civilization (Video Game)
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Civilization (Video Game) / int_abd29ad8
 Civilization (Video Game) / int_abf19ef6
type
Instant Awesome: Just Add Mecha!
 Civilization (Video Game) / int_abf19ef6
comment
Instant Awesome: Just Add Mecha!: V's Giant Death Robot. Also the Assault Mech (Juggernaut in some translations) in the "Next War" scenario included in the Beyond The Sword expansion for IV.
 Civilization (Video Game) / int_abf19ef6
featureApplicability
1.0
 Civilization (Video Game) / int_abf19ef6
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 Civilization (Video Game)
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Civilization (Video Game) / int_abf19ef6
 Civilization (Video Game) / int_ac320c0e
type
Nuke 'em
 Civilization (Video Game) / int_ac320c0e
comment
Nuke 'em: Across all the games, nuclear weapons are by far the most devastating weapon that can be built (but see One-Hit Kill below). Using them, however, is something of a Moral Event Horizon as far as the game is concerned, causing all AI players to declare war with you automatically and leaving horrendous pollution behind, beginning a catastrophic period of Global Warming (A.K.A. Nice Job Breaking It, Hero). Interestingly, in IV you can get the UN to sign a nonproliferation treaty banning the building (but not use) of nuclear weapons, and an advanced player can sometimes do this after building his own nukes, leaving himself the sole nuclear armed power in the game. The "Next War" scenario in the Beyond The Sword expansion for IV features biological missiles. They can wipe out almost entire stacks of units, even when they're sufficiently fortified. Ironically, however, they can't affect cities, neither do they warrant a worldwide declaration of war on you when used, thanks to how the game's system works.
 Civilization (Video Game) / int_ac320c0e
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1.0
 Civilization (Video Game) / int_ac320c0e
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_ac320c0e
 Civilization (Video Game) / int_ad8dbae4
type
Public Domain Artifact
 Civilization (Video Game) / int_ad8dbae4
comment
Public Domain Artifact: The helmet worn by Harald Hardrada in VI is modeled after a real one found in Sutton Hoo in England.
 Civilization (Video Game) / int_ad8dbae4
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1.0
 Civilization (Video Game) / int_ad8dbae4
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 Civilization (Video Game)
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Civilization (Video Game) / int_ad8dbae4
 Civilization (Video Game) / int_ad9fbc1e
type
Pyrrhic Victory
 Civilization (Video Game) / int_ad9fbc1e
comment
Pyrrhic Victory: War in general can easily lead to this, especially if you're the aggressor. It increases your civ's unhappiness, forces you to divert resources from buildings, wonders, and science to military units, and causes your reputation to suffer among the rest of the leaders. Even if you succeed in your strategic goals, if you're not careful it can cripple you in the long term. For a specific example in V, annexed cities generate massive amounts of unhappiness regardless of how you acquire them. So this could lead to a situation where you're going for a peaceful victory, another nation attacks you, you fight entirely defensively and crush the invading force badly enough that they offer multiple cities in their peace terms, and if you don't turn it down the new cities add so much unhappiness that your civ is in rebellion for dozens of turns until you build courthouses. Which will also take longer due to the massive production penalty for rebellion. On top of that, the defeated nation will usually denounce you even if they were the aggressor, causing a reputation hit among the other civs. So your chances of victory are now torpedoed when you did nothing but defend yourself and accept the offered peace terms.
 Civilization (Video Game) / int_ad9fbc1e
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1.0
 Civilization (Video Game) / int_ad9fbc1e
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 Civilization (Video Game)
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Civilization (Video Game) / int_ad9fbc1e
 Civilization (Video Game) / int_ae372576
type
I Warned You
 Civilization (Video Game) / int_ae372576
comment
I Warned You: In II, attempting to consult with your advisors during a state of anarchy results in getting nothing but a chaotic mess as they all try to talk over each other at the same time — but one voice that stands out loud among the noise is your military advisor telling you that he knew this was coming and you should've paid more attention to his advice.
 Civilization (Video Game) / int_ae372576
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1.0
 Civilization (Video Game) / int_ae372576
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 Civilization (Video Game)
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Civilization (Video Game) / int_ae372576
 Civilization (Video Game) / int_ae3d6438
type
Deadpan Snarker
 Civilization (Video Game) / int_ae3d6438
comment
Deadpan Snarker: V's Civilopedia points out some of the more complicated and absurd parts of history that it goes over for certain entries, and is by no means above poking more fun at them if it feels warranted. By way of example, its entry for Fascism reads: Some of the leader dialogue can get pretty snarky. Especially when they are declaring war.
 Civilization (Video Game) / int_ae3d6438
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1.0
 Civilization (Video Game) / int_ae3d6438
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 Civilization (Video Game)
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Civilization (Video Game) / int_ae3d6438
 Civilization (Video Game) / int_afc52a86
type
Ninja Pirate Zombie Robot
 Civilization (Video Game) / int_afc52a86
comment
Ninja Pirate Zombie Robot: In Revolution, granting certain upgrades gives the unit a title, so you can wind up with unit called a "Ninja Samurai Knight Army." And it is just as awesome as the name would suggest.
 Civilization (Video Game) / int_afc52a86
featureApplicability
1.0
 Civilization (Video Game) / int_afc52a86
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_afc52a86
 Civilization (Video Game) / int_b0fb2427
type
Bread and Circuses
 Civilization (Video Game) / int_b0fb2427
comment
Bread and Circuses: In the Rise and Fall expansion of VI, cities with an entertainment district can enact a "bread and circuses" project to instill extra loyalty in the region and prevent cities from rebelling.
 Civilization (Video Game) / int_b0fb2427
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1.0
 Civilization (Video Game) / int_b0fb2427
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1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_b0fb2427
 Civilization (Video Game) / int_b162d215
type
Mook Commander
 Civilization (Video Game) / int_b162d215
comment
Mook Commander: Starting in IV, there's Great Generals, and in V onwards, Admirals as well. In IV, the Great General can be attached to a unit to give him better upgrades and status buffs. In V and VI, the Great General/Admiral gives status buffs to units within a couple of tiles, and in VI their bonuses are limited to units of specific eras. In all games' cases, the Great General doesn't fight directly, and in IV and V, they'll be killed in action if directly attacked. In VI, they instead teleport away to safety.
 Civilization (Video Game) / int_b162d215
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1.0
 Civilization (Video Game) / int_b162d215
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_b162d215
 Civilization (Video Game) / int_b30db865
type
Space Compression
 Civilization (Video Game) / int_b30db865
comment
Space Compression: Every world in the Civ series is much, MUCH smaller than real-life Earth. Later games have actually increased the compression levels so that games on larger maps won't take forever and/or fry your PCnote in III, when the game still used pre-rendered sprites, a "Huge" map (the largest size available) was 160x160, and some of the maps that came bundled with the Complete Edition went all the way up to 256x256. IV shrunk the size of Huge maps down to 128x80, and VI shrunk them further to 106x66. (See Suspiciously Small Army below.)
 Civilization (Video Game) / int_b30db865
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Civilization (Video Game) / int_b30db865
 Civilization (Video Game) / int_b37adf1
type
Multiple Life Bars
 Civilization (Video Game) / int_b37adf1
comment
Multiple Life Bars: In VI, cities with walls gain two health bars, one for the city and one for the fortification. By contrast, earlier games have fortification buildings simply add to the health of the city. Certain units can bypass the walls to attack the city directly, and the replenishment of each has different qualifications: life regenerates automatically at a rate determined by population, whereas walls can only be repaired as a construction project which depends on the city's production rate and prevents the city building anything else, like new units.
 Civilization (Video Game) / int_b37adf1
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Civilization (Video Game) / int_b37adf1
 Civilization (Video Game) / int_b3b1115f
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My Rules Are Not Your Rules
 Civilization (Video Game) / int_b3b1115f
comment
My Rules Are Not Your Rules: When playing on the higher difficulty levels in V, the AI doesn't actually get smarter but instead relies on simply ignoring the game rules that limit the player's own success to do as it pleases. The main way of controlling the player's expansion is happiness. Playing on the Prince ("normal") difficulty, the AI only gets 60% of the unhappiness that the player does, and gets more happiness to start and an extra point of happiness for each luxury. This roughly translates to allowing an AI Civ to be twice as large as a human one with the same level of happiness, on normal, the difficulty where "The AI receives no particular bonuses". The extra happiness the AI receives was toned down a bit in the Brave New World expansion. In earlier games, it would simply decide "now's a good time to instantly build a wonder". Nowadays, the cheating is mostly relegated to numbers; a lot of them. Higher difficulties also give the AI a pretty blatant starting boost, most notably giving it scouts to start with, and on the highest difficulty, another settler. In IV, you could set separate levels of difficulties for the A.I.s in Custom Game. They don't pay much attention at all to having a higher difficulty.
 Civilization (Video Game) / int_b3b1115f
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Civilization (Video Game) / int_b3b1115f
 Civilization (Video Game) / int_b4fae672
type
Heads I Win, Tails You Lose
 Civilization (Video Game) / int_b4fae672
comment
Trade deals are a pile of Heads I Win, Tails You Lose in favor of the computers, though it's not quite as bad in V with its expansions. If other civs dislike you, they will give you very grudging prices for anything you try to trade them; and if you're friends with them, they'll ask for a gift of gold or a spare resource. And if they have something you need!... Well! Hope you enjoy being rejected and accused of "making an arrogant demand" for the next 100 turns or so. As of Gods and Kings the AI will usually suggest renewing expired treaties like open borders. Which is nice, except they will sometimes tell you that they no longer like the original treaty and demand you add more on your end.
 Civilization (Video Game) / int_b4fae672
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Civilization (Video Game) / int_b4fae672
 Civilization (Video Game) / int_b53077b3
type
Take That!
 Civilization (Video Game) / int_b53077b3
comment
Take That!: After your score is computed, it shows where you rank among a list of historical leaders. At the top are people like Augustus, Abraham Lincoln, Hammurabi, Charlemagne, and Winston Churchill. At the very bottom? Dan Quayle. Quayle's "The future will be better tomorrow" quote is also read by Nimoy in IV when you research your first Future Tech. V has a less but still somewhat silly out-of-context Bushism spoken dramatically by Morgan Sheppard: "I think we agree, the past is over." The announcement video for the June 2020 patch, which fixed a wide number of Game-Breaker exploits and poked fun at those who had used them, was widely considered to be a veiled Take That! towards The Spiffing Brit, whose videos had called attention to and popularised pretty much every single exploit that had been fixed.
 Civilization (Video Game) / int_b53077b3
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Civilization (Video Game) / int_b53077b3
 Civilization (Video Game) / int_b53c57d5
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Epigraph
 Civilization (Video Game) / int_b53c57d5
comment
Epigraph: In Civilization IV, every technology has a quote with it from The Bible to Oscar Wilde to Sputnik 1. Narrated (mostly) by Leonard Nimoy.
 Civilization (Video Game) / int_b53c57d5
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Civilization (Video Game) / int_b53c57d5
 Civilization (Video Game) / int_b58b4e3c
type
Too Dumb to Live
 Civilization (Video Game) / int_b58b4e3c
comment
Too Dumb to Live: The AI is fond of insulting your "puny little empire" even if you own half the world and are poised to run over them with a legion of tanks. "Now I have a warrior! Ho ho ho!" Sometimes the AI will still treat you like that after getting their ass handed to them in a previous war. Including eventually declaring war on you again and losing just as badly. Even better, sometimes the AI will declare war on you from that state, only to dash their army to pieces against your technological superiority. At this point they frantically sue for peace, bribing you with gold, resources and even cities. To end a war that they started. In V, if the computer believes it has the upper hand in a war through some nebulous logic that apparently reaches this conclusion even if you are rapidly blitzkrieging through their cities, it will offer you a peace treaty in exchange of essentially everything you own (money, resources, cities) except for your capital. To end a war you are winning. Perhaps it's betting on your hand twitching and clicking Accept by accident.
 Civilization (Video Game) / int_b58b4e3c
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Civilization (Video Game) / int_b58b4e3c
 Civilization (Video Game) / int_b5e5d9e9
type
Uniqueness Rule
 Civilization (Video Game) / int_b5e5d9e9
comment
Uniqueness Rule: Wonders have always had some restriction. Initially all wonders were required to be unique on the entire map, while later games relaxed it for ordinary wonders to just having one per player. And no, no refunds if someone else was building the same wonder as you. The console-only game (later ported to mobiles) Civilization Revolution only has one nuke in any single game. It's given to the player who builds the Manhattan Project wonder. It can hit any city or square on the map but leaves no fallout.
 Civilization (Video Game) / int_b5e5d9e9
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Civilization (Video Game) / int_b5e5d9e9
 Civilization (Video Game) / int_b6b58f
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Sacrificed Basic Skill for Awesome Training
 Civilization (Video Game) / int_b6b58f
comment
Sacrificed Basic Skill for Awesome Training: If you beeline for key technologies and civics, you can easily end up in odd situations like being in the middle of the industrial revolution without ever having figured out that wheel thing your neighbors keep talking about.
 Civilization (Video Game) / int_b6b58f
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Civilization (Video Game) / int_b6b58f
 Civilization (Video Game) / int_b6baad83
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Hero Unit
 Civilization (Video Game) / int_b6baad83
comment
Hero Unit: Caveman2Cosmos has for each civilization a group of historical, semi-historical and outright mythical characters that can be recruited as special units of two varieties: civilians and military. They can be either used for some direct action or to support your civilisation as a whole with some special bonus. Everyone within the same, real-world continent has access to all hero units from that continent, too, as long as they've integrated specific culture into own civ. The November 2020 update for VI adds the "Heroes and Legends" game mode, which allows for the recruitment of famous mythical heroes as a unique form of Great People, such as King Arthur, Maui, and Sun Wukong.
 Civilization (Video Game) / int_b6baad83
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Civilization (Video Game) / int_b6baad83
 Civilization (Video Game) / int_b6e1d40b
type
Acceptable Breaks from Reality
 Civilization (Video Game) / int_b6e1d40b
comment
Acceptable Breaks from Reality: Many, as a game which truly approximated all the headaches of running an Empire would only be interesting to professors, extremely hardcore gamers, and megalomaniacs.
 Civilization (Video Game) / int_b6e1d40b
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Civilization (Video Game) / int_b6e1d40b
 Civilization (Video Game) / int_b6f34e9c
type
Omnicidal Neutral
 Civilization (Video Game) / int_b6f34e9c
comment
Late-game, V has three mutually exclusive ideologies (expanded upon in Brave New World): Freedom (representing liberalism), Order (representing communism) and the Omnicidal Neutral between the two, Autocracy (representing fascism). Freedom empowers individuals, so it's got lots of abilities regarding specialists, Great People, and Wonders, while Order empowers the state, making it good for squeezing efficiency out of a huge industrial empire. Autocracy is about empowering the uncontested leader and pushing their civilization above all others, particularly through war, so it's got tons of military-related abilities.
 Civilization (Video Game) / int_b6f34e9c
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Civilization (Video Game) / int_b6f34e9c
 Civilization (Video Game) / int_b73379e4
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Double-Edged Buff
 Civilization (Video Game) / int_b73379e4
comment
Double-Edged Buff: A civilization suffering a Dark Age can enact special Policies that grant a major boost to one aspect of its development at the cost of a substantial penalty or hindrance — for example, "Elite Forces" gives all your units double XP but raises their maintenance costs.
 Civilization (Video Game) / int_b73379e4
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Civilization (Video Game) / int_b73379e4
 Civilization (Video Game) / int_b739b613
type
Elvis Lives
 Civilization (Video Game) / int_b739b613
comment
Elvis Lives: The King usually stops by for a cameo in each game— Entertainers in I appear as Elvis; in the city view screens they'll look like Elvis wearing a bard outfit in early eras, and his iconic rhinestone jumpsuit by modern times. Entertainers in II also appear as Elvis. Their appearance also changes with the eras, with Modern Era entertainers appearing as the King of Rock in the Adipose Rex phase of his career. II also has Elvis on your High Council as the Attitude Advisor! While the personalities of everyone else changes with the era, no matter what costume he's wearing, he's always Elvis. Elvis appears in III as Easter Eggs. If you set your PC's date to Elvis' birthday and start a regicide or capture the flag game, the "flag" unit will be Elvis. He's also in a hidden picture that appears if you wait long enough in the credits. In IV he's the icon representing the Great Artist in the Modern Era (even when the artist's name is William Shakespeare or Pablo Picasso!)
 Civilization (Video Game) / int_b739b613
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Civilization (Video Game) / int_b739b613
 Civilization (Video Game) / int_b798d379
type
One Stat to Rule Them All
 Civilization (Video Game) / int_b798d379
comment
One Stat to Rule Them All: Food and population growth is the highest value stat in most Civilization games, particularly from IV onward, as it removed infrastructure requirement to grow above certain size of a city (which was particularly harsh in III). By having more population, you have more people working, more wealth being generated, and population growing. Various buildings in IV offer either percentage modifiers, so the more the city was making of a given thing, the bigger the bonus. Not to mention, in V, several buildings (such as the Library) scale proportionally based on population and kept percentage-based modifiers. It's not uncommon for people to build 2-3 cities on one playthrough and win because of this (since having lots of small cities carries a higher unhappiness penalty than having a few massive ones). Its relationship with Science makes the problem worse in V. A larger population means higher Science output, and each city you found marginally increases your technology costs, so by only having a few cities with high population, you're going to have a technological advantage over larger civs. This is apparently one of the main reasons why putting heavy emphasis on science is important, since Artificial Stupidity causes the AI to suffer technological penalties for having more cities and instead are blessed with a cheating economy so that they can put emphasis on building a lot of weak units while neglecting to properly build their own cities. It's usually better to have few strong units than to try and build as many units as possible. Production in VI where the population bottleneck for most of the game is Housing rather than Food, making the latter considerably less valuable than it used to be. In particular well-placed Industrial Districts can become massive powerhouses of production without ever taking up more than one tile, rapidly accelerating everything else the city wants to focus on from science to culture with the only real exception being Faith-purchased units. While various victory types can ignore certain stats unless you're going for their victory type (as in, faith has little value if you're not focusing on religion) no victory type can ignore science output. Science victories require you to race ahead through the tech tree as fast as possible, military units for domination are locked behind increasingly advanced technologies and wonders are also locked behind technology. And even if you're going for culture or faith victories, you need to be able to repel potential invaders and spearmen just won't cut it. This isn't as prevalent in VI due to the introduction of the culture based civics tree, but the game still doesn't really require you to focus on those for all victory types, meaning culture buildings are a secondary concern. You still do need decent cultural output for new governments and so on, but it's very easy to ignore many civics.
 Civilization (Video Game) / int_b798d379
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Civilization (Video Game) / int_b798d379
 Civilization (Video Game) / int_b7c53a22
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Blood Knight
 Civilization (Video Game) / int_b7c53a22
comment
Blood Knight: Back in the first game, when two civilizations shared each color, players often picked certain civs just to be sure they wouldn't ever encounter the more psychotic "twin" like the Aztecs or Zulu. Even in V, you're in for a rough early-game if you end up bordering the aforementioned Aztecs and Zulu, as well as the Huns, Mongols, and (pre-Brave New World) Japanese. Oddly enough, the often-demonized Babylon is one of the nicest civs in any game ever.
 Civilization (Video Game) / int_b7c53a22
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Civilization (Video Game) / int_b7c53a22
 Civilization (Video Game) / int_b87363bb
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Character-Driven Strategy
 Civilization (Video Game) / int_b87363bb
comment
Character-Driven Strategy: Gandhi will be a pacifist, while Montezuma is aggressive.
 Civilization (Video Game) / int_b87363bb
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Civilization (Video Game) / int_b87363bb
 Civilization (Video Game) / int_b89ed08a
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Obvious Rule Patch
 Civilization (Video Game) / int_b89ed08a
comment
Obvious Rule Patch: In II, an early wonder, Pyramids, provided a free granary in every city for the rest of the game. In III, it still provides a free granary in every city - but only on the same continent, while being twice as expensive to build. III introduced a limit on how fast research can be done, after II infamously allowed you to set up your economy and caravans in such a way to get a few technologies in a single turn. No matter how well you're doing, each tech takes 4 turns at minimum to finish. On top of that, hard-coded eras with obligatory techs needed to advance to the next Tech Tree were addednote Oftentimes, those technologies did nothing by themselves and offered no benefits from researching them, to further slow down a human player and give the AI a sporting chance. Both of those elements were scrapped in IV, under overwhelming complains from player over Fake Difficulty, especially since AI was just getting technologies out of thin air, with pace of research dictated by the difficulty setting. III has a Small Wonder, Wall Street, which generated 5% interest from the current treasury. Yeah. This was hastily nerfed - the interest got capped at mere 50 gold, while the requirements for Wall Street itself got increased from 5 banks to 5 stock exchanges (which require banks first). It's still well worth the effort, but no longer a game breaker it was upon introduction.
 Civilization (Video Game) / int_b89ed08a
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Civilization (Video Game) / int_b89ed08a
 Civilization (Video Game) / int_b8e3f20a
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Demoted to Extra
 Civilization (Video Game) / int_b8e3f20a
comment
Demoted to Extra/Ascended Extra: Brennus and the Celts are demoted from a playable faction in III and IV to being AI-only barbarians in Revolution, and then brought back (under Boudicca) with the Gods & Kings expansion for V. The Babylonians, a mainstay of the first three games (and one of the easiest civilizations for new players to start with, given their religious and scientific bonuses) are not featured in IV until the Beyond the Sword expansion. In V, they are only made available through Downloadable Content. The Sioux were playable in II and were part of the "Native American" civilization in IV as their leader, Sitting Bull, but they were missing in III and V . Various historical figures who led civilizations in previous games are only featured as minor figures in later ones. For example, Napoléon Bonaparte, Gustavus Adolphus, and Boudica - who led France, Sweden, and the Celts respectively in V - only appear as Great Generals in VI. After becoming a full-fledged civilization in V, Venice was demoted to a regular city-state in VI. A number of other cities belonging to previously playable civilizations showed up as city-states in VI (Babylon, Lisbon, Amsterdam, Jakarta, Seoul, Stockholm) though these were all replaced when their respective civs were slowly phased back into the game.
 Civilization (Video Game) / int_b8e3f20a
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Civilization (Video Game) / int_b8e3f20a
 Civilization (Video Game) / int_b96ee227
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Everyone Meets Everyone
 Civilization (Video Game) / int_b96ee227
comment
Everyone Meets Everyone: Normally the main action in the beginning of the game. Played more straight via the World Congress in Brave New World, which when first founded has you meet every civ you haven't met yet and vice versa.
 Civilization (Video Game) / int_b96ee227
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Civilization (Video Game) / int_b96ee227
 Civilization (Video Game) / int_ba6cf869
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Rape, Pillage, and Burn
 Civilization (Video Game) / int_ba6cf869
comment
Aiming for the Domination or Conquest victory fits into this bill in many of the games. Invading other people's cities and annexing them (or Rape, Pillage, and Burn or, in V, making puppet states out of them) fits the bill. It's fun to conquer every single city, but it requires a lot of micromanagement and strategy with your units. You're also going to have to deal with a lot of unhappiness due to overpopulation, angry citizens from occupied cities and city-states, and having diplomatic relations completely cut off and every civilization declare war on you for your war-mongering attitude. This is why "military based civilizations" (i.e. Mongols, Aztecs, Huns, and the Japanese) are considered to be a high-risk/high-reward type of civilization.
 Civilization (Video Game) / int_ba6cf869
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Civilization (Video Game) / int_ba6cf869
 Civilization (Video Game) / int_bcdd0afa
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End-Game Results Screen
 Civilization (Video Game) / int_bcdd0afa
comment
End-Game Results Screen: Your score is presented at the end of the game and is based on a complex metric based on the difficulty and how long it took you to finish. It's used for high score ranking.
 Civilization (Video Game) / int_bcdd0afa
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Civilization (Video Game) / int_bcdd0afa
 Civilization (Video Game) / int_be8f3491
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The Theme Park Version
 Civilization (Video Game) / int_be8f3491
comment
The Theme Park Version: The mainline Civilization games can be considered as the Theme Park Version of world history, but Revolution is definitely the "kiddie introductory Civilization game." Not that it's bad, per se, but it's very simplified and over-exaggerated, especially in art style and presentation.
 Civilization (Video Game) / int_be8f3491
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Civilization (Video Game) / int_be8f3491
 Civilization (Video Game) / int_bf8de9e4
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Sand Is Water
 Civilization (Video Game) / int_bf8de9e4
comment
Sand Is Water: Many game mods substitute different types of terrain for oceans. For example, the Test of Time fantasy cloud world has sky with Solid Clouds, the Sci-fi orbital map has space, and a Dune-based mod uses sand for the "ocean" terrain, while using, respectively, clouds, orbital platforms, and rocky terrain as "land".
 Civilization (Video Game) / int_bf8de9e4
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Civilization (Video Game) / int_bf8de9e4
 Civilization (Video Game) / int_c0594195
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Through His Stomach
 Civilization (Video Game) / int_c0594195
comment
Through His Stomach: When sending a delegation to you to establish diplomatic relations, most leaders in VI will include a prepared dish originating from their lands. These can include apple pie from Teddy Roosevelt, maize and chocolate from Montezuma, cheeses and baguettes from Catherine de Medici, caviar from Peter the Great, airag from Genghis Khan, haggis from Robert the Bruce, and a-ping from Jayavarman VII.
 Civilization (Video Game) / int_c0594195
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Civilization (Video Game) / int_c0594195
 Civilization (Video Game) / int_c2c32a79
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A Commander Is You
 Civilization (Video Game) / int_c2c32a79
comment
A Commander Is You: Starting with III, each faction can be loosely mapped to one or more of the Gimmick options, although some also fit the Spammer or Brute Force options—but see also Separate, but Identical.
 Civilization (Video Game) / int_c2c32a79
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Civilization (Video Game) / int_c2c32a79
 Civilization (Video Game) / int_c335b9ec
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Irony
 Civilization (Video Game) / int_c335b9ec
comment
By racking up grievances with other civilizations then declaring a surprise war against them you can prompt them to request military aid from the World Congress. You can then vote to approve this aid request and give aid to the person you just declared war on, getting diplomatic victory points for it. You can even pay for this aid with the gold you got by pillaging your victim's territory! Winning by doing this repeatedly makes the victory cutscene wonderfully ironic as it praises your commitment to peace and cooperation despite your spending the whole game being a bully.
 Civilization (Video Game) / int_c335b9ec
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Civilization (Video Game) / int_c335b9ec
 Civilization (Video Game) / int_c3bdfbb9
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Let's You and Him Fight
 Civilization (Video Game) / int_c3bdfbb9
comment
Let's You and Him Fight: In IV, the AI loves to manipulate you into fighting its enemies for it. It goes like this: A friendly AI civ declares war on an enemy. They invite you to join the war, and then once you're involved and have moved all your troops in, they'll quickly sign a peace treaty with the enemy, leaving you to keep fighting alone, weakening you both and making you look like a Jerkass. Of course, if you don't agree to join in the war with your 'ally', it's a diplomatic penalty. And they'll hardly ever help you if you ask them for aid, except when you are so strong that you could probably win the war by yourself anyway. It's even possible for your former ally to turn sour on you, and think of you as a "warmongering menace to the world!" when the only war you ever declared was the one they asked you to. You can do this to the A.I.s yourself if you have good relations with one of the A.I.s. Warmonger A.I.s might even do it for free (especially Alexander), but most of the others will join in if you have a technology or two to trade and they don't feel completely outmatched.
 Civilization (Video Game) / int_c3bdfbb9
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Civilization (Video Game) / int_c3bdfbb9
 Civilization (Video Game) / int_c3c18143
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Hope Spot
 Civilization (Video Game) / int_c3c18143
comment
Things started looking up, as one of the three factions locked in a Forever War was eventually wiped out, pollution finally started to clean back up, and populations started to climb globally.
 Civilization (Video Game) / int_c3c18143
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Civilization (Video Game) / int_c3c18143
 Civilization (Video Game) / int_c3cdd2b8
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Water Source Tampering
 Civilization (Video Game) / int_c3cdd2b8
comment
Water Source Tampering: Poisoning a city's water supply is a potential espionage action in II. Succeeding reduces the city's population. It's also possible in IV, and pulling it off slaps them with a massive health penalty for a time.
 Civilization (Video Game) / int_c3cdd2b8
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Civilization (Video Game) / int_c3cdd2b8
 Civilization (Video Game) / int_c41a5bac
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Neutral No Longer
 Civilization (Video Game) / int_c41a5bac
comment
Neutral No Longer: In II, a Spy planting a nuclear device causes all civilizations to go at war against the perpetrator. In V, city-states become permanent enemies to a civilization which keeps attacking and conquering city-states.
 Civilization (Video Game) / int_c41a5bac
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1.0
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Civilization (Video Game) / int_c41a5bac
 Civilization (Video Game) / int_c4240537
type
Moral Event Horizon
 Civilization (Video Game) / int_c4240537
comment
Moral Event Horizon: Invoked with City-States in V, which will declare permanent war on any civ that has conquered too many nearby city-states.
 Civilization (Video Game) / int_c4240537
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1.0
 Civilization (Video Game) / int_c4240537
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Civilization (Video Game) / int_c4240537
 Civilization (Video Game) / int_c446f93c
type
Artistic License – Nuclear Physics
 Civilization (Video Game) / int_c446f93c
comment
Artistic License – Nuclear Physics: Uranium extracted from mines can directly go into nuclear power plants, nuclear vessels and nuclear bombs. There is no process to enrich the uranium to be reactor- or weapon-grade or to breed plutonium-239. Of course, this greatly streamlines the gameplay. Uranium is portrayed as a glowing green crystal instead of the yellowish-green (for ore) or gray (for the metal) it really is. Nuclear power plants in IV can randomly explode, with the same effects as a nuclear bomb. Nuclear power plants and nuclear bombs are completely different things: The way a bomb explodes and the way a reactor fails are complete different
 Civilization (Video Game) / int_c446f93c
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1.0
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Civilization (Video Game) / int_c446f93c
 Civilization (Video Game) / int_c4cd07fa
type
Pyramid Power
 Civilization (Video Game) / int_c4cd07fa
comment
Pyramid Power: Throughout the series, The Pyramids have always been one of the available Wonders of the World, and they always grant a fairly impressive bonus to whoever builds them.
 Civilization (Video Game) / int_c4cd07fa
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1.0
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Civilization (Video Game) / int_c4cd07fa
 Civilization (Video Game) / int_c57b21f9
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Global Currency
 Civilization (Video Game) / int_c57b21f9
comment
Global Currency: Undifferentiated gold (which is still used before you research "currency" and gain the ability to trade it with other players). This "gold" in an abstract representation of each civ's buying power. Strangely enough, in IV you can use the United Nations to enact a single global currency, boosting trade. This is probably because modeling currency exchange rates is well beyond the scope of the game's economic system.
 Civilization (Video Game) / int_c57b21f9
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Civilization (Video Game) / int_c57b21f9
 Civilization (Video Game) / int_c57f0d4f
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Natural Disaster Cascade
 Civilization (Video Game) / int_c57f0d4f
comment
Natural Disaster Cascade: Played With. Civilization IV has world climate meters, with your actions in the game having the potential to affect the chances of storms, volcanism, river floods and/or droughts occurring due to Global Warming. Gathering Storm for VI plays with this, as you can customise "Disaster Intensity", which affects the general frequency of volcanic eruptions, forest fires, river floods etc. Disasters in general get worse due to climate change, with rivers constantly flooding and the coastlines eventually being submerged entirely as the sea level rises. The Apocalypse gamemode takes this up to eleven; once the climate intensity reaches its final stage, asteroids begin to pelt the planet, destroying everything they rain down upon (including capital cities!).
 Civilization (Video Game) / int_c57f0d4f
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Civilization (Video Game) / int_c57f0d4f
 Civilization (Video Game) / int_c64bdacd
type
Scoring Points
 Civilization (Video Game) / int_c64bdacd
comment
Scoring Points: Each civ in a game is scored based on how many wonders, techs, and tiles of land they have. This doesn't always signify who has the upper-hand, but it's an okay indication of a civ's development, and decides the winner if the game goes on for too long. In most games, researching Future Tech only provides bonus points; IV is the exception, as it added happiness and health with each Future Tech, which added up fast, but it went back to being points-only in V.
 Civilization (Video Game) / int_c64bdacd
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1.0
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Civilization (Video Game) / int_c64bdacd
 Civilization (Video Game) / int_c64db44b
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Idle Animation
 Civilization (Video Game) / int_c64db44b
comment
Idle Animation: All of the leaders have them on their diplomacy screens after IV, though always on a short loop. It's especially noticeable in V, where leaders will roll their eyes, gesture for you to act and generally look confused or irritated if you're doing nothing and wasting their time.
 Civilization (Video Game) / int_c64db44b
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1.0
 Civilization (Video Game) / int_c64db44b
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Civilization (Video Game) / int_c64db44b
 Civilization (Video Game) / int_c689efe5
type
Sea of Sand
 Civilization (Video Game) / int_c689efe5
comment
Sea of Sand: 5 and 6 depict desert terrain as barren sand and desert hills as sand dunes, meaning that civs often build mines on the latter.
 Civilization (Video Game) / int_c689efe5
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1.0
 Civilization (Video Game) / int_c689efe5
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Civilization (Video Game) / int_c689efe5
 Civilization (Video Game) / int_c6ae3121
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Modern Stasis
 Civilization (Video Game) / int_c6ae3121
comment
Modern Stasis: You can play this game as far into the future as you like, rack up a bunch of "Future Techs", discover Fusion Power and journey into the stars. However, weapons technology will never pass the modern day era. Can be averted with player-made modifications or official scenarios, such as "Next War" and "Final Frontier" in the Beyond the Sword expansion for IV. V makes the aversion official with energy weapons on the Giant Death Robot and XCOM Squad.
 Civilization (Video Game) / int_c6ae3121
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 Civilization (Video Game) / int_c6ae3121
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Civilization (Video Game) / int_c6ae3121
 Civilization (Video Game) / int_c75df49a
type
Shout-Out
 Civilization (Video Game) / int_c75df49a
comment
Shout-Out: Many. The picture for "The Internet" world wonder is Al Gore. Some of the leaders' quotes are movie references ("Now I have a machinegunner. Ho ho ho."). As are some of the advisors' quotes ("I'm not even supposed to be here today!"). Every game is guaranteed to contain at least one reference to the king. III will ask for confirmation when you change government types: "You say you want a revolution?" Your choices are "You know it's gonna be alright" and "You can count me out!" If you found enough cities that the game runs out of names, it cycles back through the list and appends "New" to them. In III, however, there are two exceptions: "New Tokyo" will instead be called "Neo-Tokyo", and "New Instanbul" will instead be called "Not Constantinople" (while "New Constantinople" will be called "Not Istanbul"). This also means you can have New New York, although that one may not be deliberate. If another leader in IV is pleased with a trade, they may respond with "Did I ever tell you that you're my hero? You're everything I wish that I could be." Or, "You are the wind beneath my wings, <player>!". Also in IV, if you've been at war for a while, one of the "War Weariness" descriptions is "WAR... What is it good for? ABSOLUTELY NOTHING!" The name of one of the English spies in V is James. In V the music for the Helsinki city-state is "Ievan Polkka" by Loituma, a Finnish song best known from the Leek Spin meme. The achievements for V are almost entirely Shout Outs. "The World Is a Mess, and I Just Need to Rule It", "Ruler of the Twelve Colonies", "Exterminate! Exterminate!"... the list goes on. And on. And on. And on. And on. And on. And on. And on. And on. Here's a list. The same apply for the ones found in VI, complete with their own list. The artwork for the Sydney Opera House wonder in V contains TheLonelyIsland on a boat.◊ The V portrayal of Oda Nobunaga is obviously a nod to Toshiro Mifune's performance. One of the top-tier units you can get is the XCOM Squad. In Civilization III, one of Hannibal's quotes when meeting him at war is "Despite propaganda spread by my enemies, I am NOT a cannibal. Come closer." In VI Gilgamesh's design makes him look like Marvel's The Incredible Hercules. In VI, the quote for the Robots technology is a short "I'll be back", without even stating the source. One of the multiplayer options in VI is called "Global Thermonuclear War". One of the achievements in VI is given when your Roman city loses 6 population from a Vesuvius eruption. The achievement is called "And the Walls Kept Tumbling Down".
 Civilization (Video Game) / int_c75df49a
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Civilization (Video Game) / int_c75df49a
 Civilization (Video Game) / int_c93a6560
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Impaled with Extreme Prejudice
 Civilization (Video Game) / int_c93a6560
comment
Impaled with Extreme Prejudice: In VI, the Coup de Grâce animation of a spear-wielding unit will be to stab the opponent, and swing them over their heads and impale them on the ground.
 Civilization (Video Game) / int_c93a6560
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1.0
 Civilization (Video Game) / int_c93a6560
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Civilization (Video Game) / int_c93a6560
 Civilization (Video Game) / int_c9861848
type
Video Game Caring Potential
 Civilization (Video Game) / int_c9861848
comment
Among the Luxury resources in V is Ivory, and its tile is depicted with, of course, elephants on it. Ivory remains very much a luxury resource that improves the happiness of your Empire even when you already have discovered the Ecology tech. Same thing, of course, with the Whale tiles. Or the Fur tiles, even if those ones show animals that are not considered as endangered - foxes. (This was not the case in IV where all these resources eventually became obsolete.) On the other hand, the game lets you pass motions in the World Congress to ban those luxuries as immoral. However, it also lets you ban luxury resources that aren't usually considered immoral in real life, just so you can negate the happiness benefit of another civ that is dependent on that resource.
 Civilization (Video Game) / int_c9861848
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Civilization (Video Game) / int_c9861848
 Civilization (Video Game) / int_c9b7f3e
type
Variable Player Goals
 Civilization (Video Game) / int_c9b7f3e
comment
Variable Player Goals: Any civilization can achieve any of the win conditions, but some civs have particular traits that make achieving certain goals easier than others.
 Civilization (Video Game) / int_c9b7f3e
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1.0
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Civilization (Video Game) / int_c9b7f3e
 Civilization (Video Game) / int_cadf2d2a
type
Death of a Thousand Cuts
 Civilization (Video Game) / int_cadf2d2a
comment
Death of a Thousand Cuts: In II, the hit point system allowed units to be overwhelmed by enough less powerful ones, though the resource costs would usually make doing this an impractical option. In IV, due to how reduced Hit Points also reduce combat strength, it is relatively common for two or three low-tech units to gang up on and defeat high-tech units. This, however, is arguably superior to previous versions in which a single die roll determined the outcome of each battle. In V, every unit has 10 hit points. A stronger unit will lose less HP and inflict more, but every encounter between two melee units will take at least 1 HP from both units involved. Ranged attacks also do at least 1 HP of damage, and they don't injure the attacker. Long story short, five Ancient-era archers with the "logistics" promotion (which allows them to attack twice) are guaranteed to take down even the Giant Death Robot if they attack first. This is fixed with the Gods & Kings expansion, in which units have 100 HP and damage values are adjusted to fit the new scale. It's still possible to do so, though certainly not quite to the same degree as before. City sieges in any game can sometimes turn into this, especially if they have a lot of defensive buildings and/or a strong garrison. This is an effective strategy in Civ: Rev as the Spanish, utilizing mass single Legion units combined with naval support (which is boosted indirectly by one of their civ unique bonuses) to weaken much stronger defending armies through volume attacks intended to chip them down into a killable range of defending power. With enough Legion units, you can take down pikemen armies(a powerful defensive unit a tier above Legions) note that armies are 3x as strong as individual units that comprise them and pikemen (3) are already stronger than Legions (2) individually.
 Civilization (Video Game) / int_cadf2d2a
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Civilization (Video Game) / int_cadf2d2a
 Civilization (Video Game) / int_cb2d889
type
Won the War, Lost the Peace
 Civilization (Video Game) / int_cb2d889
comment
Won the War, Lost the Peace: Taking cities through conquest is certainly rewarding, but it can result in large happiness and gold deficits depending on the situation. In V - Brave New World, each city under a player's control, including puppets, makes techs and policies cost a little more science/culture to unlock, resulting in a tough choice between keeping a small city without much potential, or burning it to the ground for a temporary but large happiness hit. Too much unhappiness, and rebel barbarians appear and your own forces become less effective. In addition, if happiness levels drop far below, one of your cities will coup and convert to a happier civ, which can disrupt the boundaries of your empires. Domination victory requires having a serious majority of all the land or taking every other capital city; running an epilogue with happy citizenry after winning this way can be difficult in its own right.
 Civilization (Video Game) / int_cb2d889
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Civilization (Video Game) / int_cb2d889
 Civilization (Video Game) / int_ccc0d531
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Settling the Frontier
 Civilization (Video Game) / int_ccc0d531
comment
Settling the Frontier: As with most 4X games, you want to create new settlements early and often.
 Civilization (Video Game) / int_ccc0d531
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1.0
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Civilization (Video Game) / int_ccc0d531
 Civilization (Video Game) / int_cd2b8aa3
type
Space Is Noisy
 Civilization (Video Game) / int_cd2b8aa3
comment
Space Is Noisy: Averted in IV. If you pull the camera back far enough to show the entire planet, the sound and music fade away to silence.
 Civilization (Video Game) / int_cd2b8aa3
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-1.0
 Civilization (Video Game) / int_cd2b8aa3
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Civilization (Video Game) / int_cd2b8aa3
 Civilization (Video Game) / int_cd809603
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Tank Goodness
 Civilization (Video Game) / int_cd809603
comment
In II and earlier, you didn't necessarily even have to go back and research it. You could trade for techs without having all the prerequisites for them, so if you had all the follow-on techs, and didn't need the specific units or abilities that a particular tech gave you (chariots, in the case of The Wheel in II), you could ignore it completely. Which could lead to hilarious exchanges with AI civs: "We notice that your puny civilization hasn't even discovered The Wheel. We'll gladly give it to you in exchange for the secret of the Automobile."
 Civilization (Video Game) / int_cd809603
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Civilization (Video Game) / int_cd809603
 Civilization (Video Game) / int_ce6555f0
type
Lighter and Softer
 Civilization (Video Game) / int_ce6555f0
comment
VI takes the series back to a more stylized and Lighter and Softer tone. The art direction for the leaders, units, and individual characters wouldn't be out of place in a Pixar movie. Dialogue in diplomacy retains most of the seriousness V had, though it can have some lighter moments, such as when when leaders describe what their delegation's bringing you, or when they (or you) send an invitation to a city.
 Civilization (Video Game) / int_ce6555f0
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Civilization (Video Game) / int_ce6555f0
 Civilization (Video Game) / int_cef6a167
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Second Place Is for Losers
 Civilization (Video Game) / int_cef6a167
comment
Second Place Is for Losers: In V, if your capital has been seized by storm and every other city you founded razed to the ground, you're treated to a picture of the crumbling remains of your once-proud empire, now crushed under the sands of time, and a message regarding your loss. If you lead a prosperous empire through the millennia but then get peacefully edged-out by someone else, you get the same picture and message.
 Civilization (Video Game) / int_cef6a167
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Civilization (Video Game) / int_cef6a167
 Civilization (Video Game) / int_cf7bd78d
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Steampunk
 Civilization (Video Game) / int_cf7bd78d
comment
A much more true-to-the-trope example is the "Empires of the Smoky Skies" scenario included with the Gods & Kings expansion for V. This takes place in a Steampunk world filled with giant landships, sparking tesla-coils and, yes, Zeppelins. They basically take over the role of combat helicopters in the vanilla game, including their utility as anti-tank (or anti-huge-steampowered-monstrosity, as it were) weapons, and a vulnerability to fighter-planes (in this case, Red Baron-esque double-deckers). The upgraded version is even an Airborne Aircraft Carrier!
 Civilization (Video Game) / int_cf7bd78d
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Civilization (Video Game) / int_cf7bd78d
 Civilization (Video Game) / int_d0b95b85
type
Used Future
 Civilization (Video Game) / int_d0b95b85
comment
Used Future: In a departure from previous Civilization games, where the Modern Era's aesthetics tended to emulate the time the game was originally released, VI eschews this by basing the Information Age on the late Cold War, with the majority of its late-game units being represented by decades-old vehicles whose roles have been superceded by more advanced machines in their countries of origin (i.e. "Jet Bomber" versus "Stealth Bomber"), while in contrast IV and V went as far as fielding (then, in the case of the former) hypothetical units such as the railgun-wielding Stealth Destroyer and the infamous Giant Death Robot. note This was intentionally done to make their matchups with their direct predecessors less of an egregious case of Rock Beats Laser: it's easier to imagine an M4 Sherman taking out a T-80 or a P-51 Mustang shooting down a MIG-29 then it is a T-34 taking out a Leopard 2 or a Zero shooting down an F-22. Then the Gathering Storm expansion goes ahead and adds the Giant Death Robot to VI anyway, with the option of giving it a giant particle beam cannon.
 Civilization (Video Game) / int_d0b95b85
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Civilization (Video Game) / int_d0b95b85
 Civilization (Video Game) / int_d0ea147f
type
A.I. Breaker
 Civilization (Video Game) / int_d0ea147f
comment
A.I. Breaker: The Great Wall Wonder in Revolution 2 completely destroys them. The AI is programmed to, upon contact, constantly wage war with you, barring situations where you've managed to defeat them so thoroughly that they can only last a couple more turns if the situation continues. The Great Wall, however, forces all civilizations to be at peace with you, and to offer peace if they're at war. The way it breaks them is that rather than realize they can't fight you, they think they're in those few turns before they declare war again rather than trying anything else, and indeed, the diplomacy menu for other civs pops up a lot and has the civs you're at peace with offer peace and do nothing else on a regular basis like they would if they'd be allowed to declare war (though without trying to coerce your much stronger civ). Likewise, in the same game, war utterly breaks the AI’s competence. Every single civ is supposed to prioritize war with you, and are very eager to blow all their resources on it, leaving very little for development beyond what’s required to advance. Conversely, if the AI is left to their own devices and can’t discover you, they’re scarily competent at using their resources effectively, to the point where they can complete the space shuttle well before the 1940s. As a comparison, there’s an achievement for completing it before a man was put on the moon in real life, over 20 years later.
 Civilization (Video Game) / int_d0ea147f
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Civilization (Video Game) / int_d0ea147f
 Civilization (Video Game) / int_d155515c
type
Thunderbolt Iron
 Civilization (Video Game) / int_d155515c
comment
Thunderbolt Iron: Meteors became a thing in the Apocalypse Mode of Civ VI and while they will destroy anything they hit, they leave behind a meteor full of valuable metals that, if you collect, instantly creates a free Heavy Cavalry unit for your use. (In later stages, this can mean a tank!)
 Civilization (Video Game) / int_d155515c
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1.0
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Civilization (Video Game) / int_d155515c
 Civilization (Video Game) / int_d18027f8
type
America Takes Over the World
 Civilization (Video Game) / int_d18027f8
comment
America/China/Japan/Russia Takes Over the World: If you play their leaders and do the aforementioned actions.
 Civilization (Video Game) / int_d18027f8
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1.0
 Civilization (Video Game) / int_d18027f8
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Civilization (Video Game) / int_d18027f8
 Civilization (Video Game) / int_d24c0700
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The Foreign Subtitle
 Civilization (Video Game) / int_d24c0700
comment
The Foreign Subtitle: Asmik Ace, the developer of most console versions of I, titled their releases as Civilization: Seven Great Civilizations of the World (シヴィライゼーション 世界七大文明).
 Civilization (Video Game) / int_d24c0700
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Civilization (Video Game) / int_d24c0700
 Civilization (Video Game) / int_d3422f70
type
Overt Rendezvous
 Civilization (Video Game) / int_d3422f70
comment
Overt Rendezvous: In the intro to the Beyond The Sword expansion for IV, an image of Lincoln giving the Gettysburg address Match Cuts to his memorial, where two spies are passing along photos of Soviet missile sites.
 Civilization (Video Game) / int_d3422f70
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1.0
 Civilization (Video Game) / int_d3422f70
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 Civilization (Video Game)
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Civilization (Video Game) / int_d3422f70
 Civilization (Video Game) / int_d525f857
type
Sci-Fi Writers Have No Sense of Scale
 Civilization (Video Game) / int_d525f857
comment
Sci-Fi Writers Have No Sense of Scale: IV has a demographics section, and most of it is alright. However, the size in square miles is ridiculously low compared to what it should be. For instance, in an Earth map that ships with Beyond the Sword, you can own all of China, Mongolia, Korea, Siberia and Afghanistan, and it'll give you 441,000 square miles. In real life, that's only the size of Colombia. Population amounts shown in the demographics tend to be fairly low as well.
 Civilization (Video Game) / int_d525f857
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 Civilization (Video Game) / int_d525f857
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 Civilization (Video Game)
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Civilization (Video Game) / int_d525f857
 Civilization (Video Game) / int_d52d28b6
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Hypocrite
 Civilization (Video Game) / int_d52d28b6
comment
The AI in Gods & Kings tends to act like this when spreading religion. If they have their own religion and you try to spread your religion in one of their cities, they get angry, slap you with a diplomatic penalty and tell you to send your missionaries somewhere else. (You can choose to ignore their warning, which will lead to more serious diplomatic repercussions.) However, they're completely okay with sending their Great Prophets and Missionaries to convert your holy city to their religion (and if they do succeed in making their religion stick in your Holy City you get the "Indoctrinated" achievementnote Despite this you can still produce Prophets of your religion). If one of your cities is converted to another civilization's, you can ask them to stop sending missionaries to your cities, and depending on the AI's feelings toward you, they may comply. (For a while, at least.) If they don't they'll give a speech about "sending the true message to your people" who are cast into "ignorance" from your religion.
 Civilization (Video Game) / int_d52d28b6
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Civilization (Video Game) / int_d52d28b6
 Civilization (Video Game) / int_d64cb8b6
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The Computer Shall Taunt You
 Civilization (Video Game) / int_d64cb8b6
comment
The Computer Shall Taunt You: If another civilization considers itself superior to you, they'll let you know it, and they can be quite smug and condescending. In general, diplomacy dialogue in both I and II gave other civilizations a never-ending air of smug condescension regardless of the circumstances. Even if they want to trade technology with you, they'll start off by saying "We note that your primitive civilization has not even discovered" whatever technology they want to trade. In V, one of the generic insults you might receive: "Ah, it's always nice to see my favorite city-state again."
 Civilization (Video Game) / int_d64cb8b6
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1.0
 Civilization (Video Game) / int_d64cb8b6
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 Civilization (Video Game)
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Civilization (Video Game) / int_d64cb8b6
 Civilization (Video Game) / int_d68c925d
type
Creator Provincialism
 Civilization (Video Game) / int_d68c925d
comment
Creator Provincialism: Koei handled the porting of the SNES version of I. As a part of this port, they swapped out Shaka and the Zulus with Tokugawa Ieyasu and the Japanese. In addition, the opening sequence—which had been turned into an Attract Mode for this version—centers on Japan as the Earth develops, rather than Africa.
 Civilization (Video Game) / int_d68c925d
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1.0
 Civilization (Video Game) / int_d68c925d
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 Civilization (Video Game)
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Civilization (Video Game) / int_d68c925d
 Civilization (Video Game) / int_d6f284a3
type
Anti-Frustration Features
 Civilization (Video Game) / int_d6f284a3
comment
Anti-Frustration Features: A lot of balancing and changes cleared up issues over time, but some big examples are as follows: One of the biggest jerk moves in Civ games, mostly done by A.I. (though players could do this too) is "forward settling", meaning to settle a city far from your homeland and close to a rival Civ's cities. Most of the time, the only solution was declaring war and conquering it, but that would usually result in other Civs hating you for "warmongering". VI's Rise & Fall expansion introduced a mechanic called Loyalty whereby each citizen in each city emits pressure that encourages nearby cities to rebel and join, making forward settling much less attractive as whoever settled the city would likely be unable to keep hold of it. III's mechanics actually combined to serve a similar function: the further a city was from your capital, the harder it was to keep it happy and productive, and if the city's culture output was overwhelmed by that of a neighbouring civ, it would revolt and join that other civ. V introduced city-states to the game, and ending a military unit's turn within their borders if you weren't friends or allies would anger them against your trespassing (and boy, did your automated scouts and other units love to trespass). One fortunate exception to this is if your unit ended their turn there because they killed a barbarian unit attacking the city-state, even if the reputation gained was insufficient to advance the reputation to "Friends". Gathering Storm introduces a grievances/favors system, which quantifies dickish behavior and helpful behavior. Prior to the expansion, the A.I. would tend to label all your wars as aggression, even if you were simply trying to stop a rival Civ from attacking a city-state or converting all your cities to their religion. With the expansion, you get a type of currency that justifies striking out at an antagonistic Civ after you've put up with their abuses for a while. Favors, similarly, is a currency that rewards you for being nice to other civs so you don't run into Ungrateful Bastard behavior for helping, or at least get something solid to show for it.
 Civilization (Video Game) / int_d6f284a3
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Civilization (Video Game) / int_d6f284a3
 Civilization (Video Game) / int_d70ade70
type
Fictional Earth
 Civilization (Video Game) / int_d70ade70
comment
Fictional Earth: The game always takes place on Earth and uses its cultures, and most of the games have an option to replicate a real world map, but it's also possible to use a randomly-generated map that looks nothing like the real Earth.
 Civilization (Video Game) / int_d70ade70
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1.0
 Civilization (Video Game) / int_d70ade70
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Civilization (Video Game) / int_d70ade70
 Civilization (Video Game) / int_d9ffec82
type
Curb-Stomp Battle
 Civilization (Video Game) / int_d9ffec82
comment
Landship, in the case someone is lucky enough to discover Ancient Ruins with a Cavalry unit during the Renaissance era in V.
 Civilization (Video Game) / int_d9ffec82
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1.0
 Civilization (Video Game) / int_d9ffec82
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 Civilization (Video Game)
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Civilization (Video Game) / int_d9ffec82
 Civilization (Video Game) / int_da92a6d9
type
Item Amplifier
 Civilization (Video Game) / int_da92a6d9
comment
Item Amplifier: Some of the Wonders that can be built will amplify the effects of any city improvements you've also built (such as the Sistine Chapel, which doubles the effects of any cathedrals you've built), or amplify unit abilities (Magellan's Expedition increasing ship mobility).
 Civilization (Video Game) / int_da92a6d9
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1.0
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 Civilization (Video Game)
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Civilization (Video Game) / int_da92a6d9
 Civilization (Video Game) / int_dba1f5b5
type
Ultimate Showdown of Ultimate Destiny
 Civilization (Video Game) / int_dba1f5b5
comment
Ultimate Showdown of Ultimate Destiny: At its heart, Civ is a game about bringing together all the greatest national leaders of human history in a battle royale for world domination, winner takes it all. Whether that is achieved through supremacy of culture or science, diplomatic overtures to become first among equals in the United Nations, being the first nation to launch a starship and build colonies on another planet, or simply wiping out all the competition.
 Civilization (Video Game) / int_dba1f5b5
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1.0
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 Civilization (Video Game)
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Civilization (Video Game) / int_dba1f5b5
 Civilization (Video Game) / int_dc1761bd
type
A God Am I
 Civilization (Video Game) / int_dc1761bd
comment
A God Am I: By definition, any Pharaoh leader, like Ramesses II. Defied by Nebuchadnezzar in V, who is depressed about everyone calling him a God. In VI, one of the policies that can be adopted is declaring oneself a "God King". As one might expect from history, this is very useful in the early game but not so much later on.
 Civilization (Video Game) / int_dc1761bd
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1.0
 Civilization (Video Game) / int_dc1761bd
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 Civilization (Video Game)
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Civilization (Video Game) / int_dc1761bd
 Civilization (Video Game) / int_dd082289
type
A Million Is a Statistic
 Civilization (Video Game) / int_dd082289
comment
A Million Is a Statistic: Inherently, based on the nature of the game. In V, the Trope Namer quote might be read aloud when you reach the Modern Era.
 Civilization (Video Game) / int_dd082289
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1.0
 Civilization (Video Game) / int_dd082289
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Civilization (Video Game) / int_dd082289
 Civilization (Video Game) / int_df11acbe
type
Artificial Brilliance
 Civilization (Video Game) / int_df11acbe
comment
Artificial Brilliance: Sometimes the AI will act like a strategic genius. In II, for example, rival civilizations will only share world maps with you if their attitute toward you is "Worshipful." Since a successful military campaign relies on knowing where your enemies are just as much as it relies on superior troops, the benefits of this strategy are obvious. Also in II, if you ever use spies or diplomats to purchase rival cities, they'll never agree to an alliance with you. And you'll deserve every declaration of war they make.
 Civilization (Video Game) / int_df11acbe
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1.0
 Civilization (Video Game) / int_df11acbe
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 Civilization (Video Game)
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Civilization (Video Game) / int_df11acbe
 Civilization (Video Game) / int_df60d405
type
Culture Chop Suey
 Civilization (Video Game) / int_df60d405
comment
Culture Chop Suey: To emphasize how they're not supposed to be any one specific race, the narrator and his son in the opening cinematic of V live in Mongol gers decorated with West African instruments and shields and wear Celtic/Arabic clothing, and the narrator is voiced by a British actor. Some of the game's civilisations are this as well, based on multiple related (or unrelated) cultures mashed together, such as the Celts, the Polynesians, or the Native Americans (none of these peoples were at any point a completely unified civilisation, and Native Americans do not even have that many similarities in language or culture to begin with).
 Civilization (Video Game) / int_df60d405
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1.0
 Civilization (Video Game) / int_df60d405
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 Civilization (Video Game)
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Civilization (Video Game) / int_df60d405
 Civilization (Video Game) / int_e04ed269
type
Urban Segregation
 Civilization (Video Game) / int_e04ed269
comment
Urban Segregation: VI invokes this with the districts concept for city-building. Whereas previous editions just basically piled all the buildings and wonders of a city into one tile, VI requires specific districts be built to house the appropriate building, such as a campus district for science production like libraries and universities. Placement of said district also becomes important for various reasons: for example, industrial zones get bonuses to production for adjacent infrastructure improvements like mines, but both also lower nearby tiles' appeal which affect things like a neighborhoods' usefulness in providing housing.
 Civilization (Video Game) / int_e04ed269
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1.0
 Civilization (Video Game) / int_e04ed269
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_e04ed269
 Civilization (Video Game) / int_e11b003d
type
Translation Convention
 Civilization (Video Game) / int_e11b003d
comment
Translation Convention: Averted. All of the world leaders in Civilization speak their native languages hence why you hear Julius Caesar speaking actual if not flawed Latin as opposed to British RP-accented English.
 Civilization (Video Game) / int_e11b003d
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-1.0
 Civilization (Video Game) / int_e11b003d
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 Civilization (Video Game)
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Civilization (Video Game) / int_e11b003d
 Civilization (Video Game) / int_e12307f0
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Sliding Scale of Turn Realism
 Civilization (Video Game) / int_e12307f0
comment
Sliding Scale of Turn Realism: Round by Round.
 Civilization (Video Game) / int_e12307f0
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1.0
 Civilization (Video Game) / int_e12307f0
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 Civilization (Video Game)
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Civilization (Video Game) / int_e12307f0
 Civilization (Video Game) / int_e16cd24e
type
Know When to Fold 'Em
 Civilization (Video Game) / int_e16cd24e
comment
Know When to Fold 'Em: In contrast to the incredibly stubborn AI of past games (IV in particular), the AI in V won't hesitate to surrender if things are going particularly badly for them. It's even smart enough to change its mind about whether or not to declare war on you. If you spy an army approaching your border and get warned by a spy that Genghis Khan is planning an invasion, marching your own army up to the border can actually make the AI reconsider and pull back.
 Civilization (Video Game) / int_e16cd24e
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1.0
 Civilization (Video Game) / int_e16cd24e
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 Civilization (Video Game)
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Civilization (Video Game) / int_e16cd24e
 Civilization (Video Game) / int_e19da456
type
Diagonal Speed Boost
 Civilization (Video Game) / int_e19da456
comment
Diagonal Speed Boost: In every game up to V, which is played on hex tiles. VI would follow in V's footsteps.
 Civilization (Video Game) / int_e19da456
featureApplicability
1.0
 Civilization (Video Game) / int_e19da456
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 Civilization (Video Game)
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Civilization (Video Game) / int_e19da456
 Civilization (Video Game) / int_e22dae0a
type
Pretext for War
 Civilization (Video Game) / int_e22dae0a
comment
Pretext for War: In VI, you will take smaller diplomatic penalties if there is an existing reason for you to go to war. The penalties are significantly reduced or essentially nullified if you're doing so to recover cities that belonged to you or one of your allies, or to defend a city-state you're the suzerain of.
 Civilization (Video Game) / int_e22dae0a
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 Civilization (Video Game)
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Civilization (Video Game) / int_e22dae0a
 Civilization (Video Game) / int_e2c4b927
type
Dub Name Change
 Civilization (Video Game) / int_e2c4b927
comment
Dub Name Change: In this case, it's a Port Name Change. Due to space limitations, many of the names for the SNES port of Civ 1 were abbreviated or changed completely. Technology Advancements Advanced Flight to Flight2 Atomic Theory to Atomic Bridge Building to Bridging Bronze Working to Bronze Wrk Ceremonial Burial to Burial Code of Laws to Laws Conscription to Conscript Construction to Construct The Corporation to Corporat'n Electricity to Electric Electronics to Television Engineering to Engin'rng Feudalism to Stirrup Flight to Flight1 Fusion Power to Fusion Genetic Engineering to Genetics Horseback Riding to Riding Industrialization to Industrial Iron Working to Iron Work Labor Union to Union Magnetism to Compass Mass Production to Mass Prod Mathematics to Math Nuclear Fission to Fission Nuclear Power to Nuclear Recycling to Solar The Republic to Republic Space Flight to Flight3 Steam Engine to Steam Eng Superconductor to Supr Cndct Theory of Gravity to Gravity
 Civilization (Video Game) / int_e2c4b927
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1.0
 Civilization (Video Game) / int_e2c4b927
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 Civilization (Video Game)
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Civilization (Video Game) / int_e2c4b927
 Civilization (Video Game) / int_e303d198
type
Whole-Plot Reference
 Civilization (Video Game) / int_e303d198
comment
Whole-Plot Reference: Many scenarios reference the plots of other works: Beyond the Sword's "Next War" is basically 1984 with another state added for balance. Another CtP2 RPG-like scenario essentially follows The Magnificent Seven Samurai plot.
 Civilization (Video Game) / int_e303d198
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1.0
 Civilization (Video Game) / int_e303d198
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 Civilization (Video Game)
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Civilization (Video Game) / int_e303d198
 Civilization (Video Game) / int_e34ada78
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Authority Equals Asskicking
 Civilization (Video Game) / int_e34ada78
comment
Authority Equals Asskicking: Averted with Great Generals and Great Admirals, whose only offensive capability is to make other units stronger. In V, they're One Hit Point Wonders, whereas in VI, getting hit by an enemy unit teleports them back to your capital, which can take them out of the fight for quite some time depending on the size of the map and the proximity of the war.
 Civilization (Video Game) / int_e34ada78
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 Civilization (Video Game) / int_e34ada78
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Civilization (Video Game) / int_e34ada78
 Civilization (Video Game) / int_e375c858
type
Fog of War
 Civilization (Video Game) / int_e375c858
comment
Fog of War: You can't see more than a few tiles away. In IV, the Explorer and some of the promotions permit an extra square or two. If there's wild animals around, this is valuable. VI plays with the convention by having the fog resemble a map, with discovered features represented as sketches and unexplored areas as blank parchment with random monsters.
 Civilization (Video Game) / int_e375c858
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 Civilization (Video Game) / int_e375c858
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 Civilization (Video Game)
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Civilization (Video Game) / int_e375c858
 Civilization (Video Game) / int_e42236fb
type
Unsafe Haven
 Civilization (Video Game) / int_e42236fb
comment
Unsafe Haven: III contains an unused video from the security advisor, telling you not to worry because the fortress is impenetrable.
 Civilization (Video Game) / int_e42236fb
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1.0
 Civilization (Video Game) / int_e42236fb
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 Civilization (Video Game)
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Civilization (Video Game) / int_e42236fb
 Civilization (Video Game) / int_e50fa775
type
Damage Over Time
 Civilization (Video Game) / int_e50fa775
comment
Damage Over Time: In II, helicopters received minor damage for every turn they spent in midair — this was intended to simulate their limited fuel reserves without requiring them to return to base every time. Later games removed this.
 Civilization (Video Game) / int_e50fa775
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1.0
 Civilization (Video Game) / int_e50fa775
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1.0
 Civilization (Video Game)
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Civilization (Video Game) / int_e50fa775
 Civilization (Video Game) / int_e5448c9
type
Pimped-Out Dress
 Civilization (Video Game) / int_e5448c9
comment
Pimped-Out Dress: The queens usually wear fancy gowns based on their clothes in real life.
 Civilization (Video Game) / int_e5448c9
featureApplicability
1.0
 Civilization (Video Game) / int_e5448c9
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 Civilization (Video Game)
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Civilization (Video Game) / int_e5448c9
 Civilization (Video Game) / int_e545e190
type
Nerf
 Civilization (Video Game) / int_e545e190
comment
III has a Small Wonder, Wall Street, which generated 5% interest from the current treasury. Yeah. This was hastily nerfed - the interest got capped at mere 50 gold, while the requirements for Wall Street itself got increased from 5 banks to 5 stock exchanges (which require banks first). It's still well worth the effort, but no longer a game breaker it was upon introduction.
 Civilization (Video Game) / int_e545e190
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 Civilization (Video Game) / int_e545e190
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Civilization (Video Game) / int_e545e190
 Civilization (Video Game) / int_e5f8ceac
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Army of The Ages
 Civilization (Video Game) / int_e5f8ceac
comment
Army of The Ages: The theme for the box art of the Warlords expansion for IV, depicting two opposing armies about to collide with one another.◊ Both armies have forces from the entire span of human history, with the most ancient (two hairy cavemen about to bash each other with heavy rocks) in the foreground, and increasingly more technologically advanced soldiers and vehicles further into the background. Of course, any civilization's armies could turn out like this if they don't keep up with the upgrades.
 Civilization (Video Game) / int_e5f8ceac
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 Civilization (Video Game)
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Civilization (Video Game) / int_e5f8ceac
 Civilization (Video Game) / int_e6630c8b
type
GameplayAndStoryIntegration
 Civilization (Video Game) / int_e6630c8b
comment
Gameplay and Story Integration: In III. Maps may be randomly generated, but the Persians can look forward to starting near the Zulu and Romans every time, the Chinese and Japanese can do the same, and the French seem to always start near a supply of furs. (The first two are because each civilization is linked to a specific region of the world that affects the architecture of their cities, in addition to starting all civilizations in the same region near each other.) Happens by default in V with Civs with terrain bonuses starting near the corresponding terrain, since it wouldn't make much sense for the forest-focused Iroquois to be dropped in the middle of a desert, but there is an option to force a truly random start.
 Civilization (Video Game) / int_e6630c8b
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 Civilization (Video Game) / int_e6630c8b
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 Civilization (Video Game)
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Civilization (Video Game) / int_e6630c8b
 Civilization (Video Game) / int_e6f18344
type
Humongous Mecha
 Civilization (Video Game) / int_e6f18344
comment
This is bound to happen in any game where one player runs away with the science race. What could be more satisfying than crushing enemy spearmen with Giant Death Robots?
 Civilization (Video Game) / int_e6f18344
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1.0
 Civilization (Video Game) / int_e6f18344
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 Civilization (Video Game)
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Civilization (Video Game) / int_e6f18344
 Civilization (Video Game) / int_e866f3b8
type
Puppet State
 Civilization (Video Game) / int_e866f3b8
comment
Puppet State: In the Warlords expansion for IV, any sufficiently powerful civ can make any sufficiently weak civ into their vassal state. If the vassal grows powerful enough (there are exact numbers), it can regain independence. In V, you can't make an entire civ into one, but when you conquer an enemy city you have the option between annexing it (which simply makes it one of your civ's cities, but generates a lot of unhappiness until a courthouse is built) or making it a puppet (which gives all the science, culture, and gold it generates to your civ, but you cannot control its production, for either buildings or units). Puppeted towns are also automatically set to focus on gold production, making them fairly useless for any other purpose.
 Civilization (Video Game) / int_e866f3b8
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1.0
 Civilization (Video Game) / int_e866f3b8
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 Civilization (Video Game)
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Civilization (Video Game) / int_e866f3b8
 Civilization (Video Game) / int_e88e8a8f
type
Writer on Board
 Civilization (Video Game) / int_e88e8a8f
comment
Writer on Board: Some of the Civics descriptions in IV are a bit... odd. They all attempt to list the pros and cons of each civic. The one for Pacifism basically denounces it as hypocrisy. And guess what the one about Universal Suffrage says. Slavery has its advantages. Interestingly, they couldn't think of anything good to say about the caste system. Early games had a serious love for the Green Aesop, with pollution and Global Warming being punishing to Anvilicious levels. Toned down, but never truly abandoned, in later entries.
 Civilization (Video Game) / int_e88e8a8f
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 Civilization (Video Game) / int_e88e8a8f
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 Civilization (Video Game)
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Civilization (Video Game) / int_e88e8a8f
 Civilization (Video Game) / int_e9e35e8f
type
Exact Words
 Civilization (Video Game) / int_e9e35e8f
comment
A good way to win the Climate Accords and their associated diplomatic victory points if you don't have access to carbon recapture is to build or buy coal power plants for the sole purpose of decommissioning them, since the Accords only care about how many you decommissioned, not how many you decommissioned relative to the number you had before. This also makes it possible to win the Climate Accords while increasing your CO2 output.
 Civilization (Video Game) / int_e9e35e8f
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1.0
 Civilization (Video Game) / int_e9e35e8f
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 Civilization (Video Game)
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Civilization (Video Game) / int_e9e35e8f
 Civilization (Video Game) / int_eb7c34cf
type
Crossover
 Civilization (Video Game) / int_eb7c34cf
comment
Crossover: The Brave New World expansion for V features the XCOM Squad, an upgraded Paratrooper that can use their Skyrangers to move up to 40 hexes in one turnnote Paratroopers can only move 9 hexes per turn and have plasma weaponry that gives them a chance against the Giant Death Robot. Note that this is not an example of Demographic-Dissonant Crossover as despite V being rated E10+ and the game the unit is originally from is M-rated, V, as with the rest of the Civilization series, is targeted to an older demographic.
 Civilization (Video Game) / int_eb7c34cf
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1.0
 Civilization (Video Game) / int_eb7c34cf
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 Civilization (Video Game)
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Civilization (Video Game) / int_eb7c34cf
 Civilization (Video Game) / int_eb8e4fa8
type
Jerkass
 Civilization (Video Game) / int_eb8e4fa8
comment
In IV, the AI loves to manipulate you into fighting its enemies for it. It goes like this: A friendly AI civ declares war on an enemy. They invite you to join the war, and then once you're involved and have moved all your troops in, they'll quickly sign a peace treaty with the enemy, leaving you to keep fighting alone, weakening you both and making you look like a Jerkass. Of course, if you don't agree to join in the war with your 'ally', it's a diplomatic penalty. And they'll hardly ever help you if you ask them for aid, except when you are so strong that you could probably win the war by yourself anyway. It's even possible for your former ally to turn sour on you, and think of you as a "warmongering menace to the world!" when the only war you ever declared was the one they asked you to.
 Civilization (Video Game) / int_eb8e4fa8
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1.0
 Civilization (Video Game) / int_eb8e4fa8
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 Civilization (Video Game)
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Civilization (Video Game) / int_eb8e4fa8
 Civilization (Video Game) / int_eb8ec7c8
type
Jerkass
 Civilization (Video Game) / int_eb8ec7c8
comment
Jerkass: Any civilization that is Hostile towards the player in V. They will spare no moment at going on with long-winded insults at the player and just being an outright jerk. Montezuma of V is an infamous example. When it comes to dealing with you, "Peace, Friendship, and Coexistence" does NOT exist in his vocabulary. Gandhi is a nuke-happy prick in most games but he's even worse in Civ VI. In that game, leaders have a Leader Agenda which relates to their history (such as "likes long time allies" for Sumeria or "hates small civs" for Rome), and a randomized hidden agenda such as wanting a lot of salt or needing more oil. Gandhi is a "Peacekeeper" (doesn't go into wars that label him a warmonger), but is also very likely to be "Nuke Happy" (likes himself and others building/using nukes). This leads to him being a passive-aggressive shithead who will hate you for not having nukes well before you can have them, attack you in wars that won't label him a "warmonger" (especially in the Ancient Era where there is little chance of him being a warmonger), congratulate you for using nukes one turn and the very next denounce you for warmongering, and attack you after starting things so he won't look bad in front of everyone else.
 Civilization (Video Game) / int_eb8ec7c8
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1.0
 Civilization (Video Game) / int_eb8ec7c8
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 Civilization (Video Game)
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Civilization (Video Game) / int_eb8ec7c8
 Civilization (Video Game) / int_ebebb87
type
The War Just Before
 Civilization (Video Game) / int_ebebb87
comment
The War Just Before: In Civilization V, a common warmonger strategy in single-player games is to accept a peace treaty offered by an AI opponent, and then use the time of guaranteed peace to rebuild and upgrade their military. Once the peace treaty expires, injured units have healed, new units have been built, and the player is ready to roll out for another war.
 Civilization (Video Game) / int_ebebb87
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Civilization (Video Game) / int_ebebb87
 Civilization (Video Game) / int_ec0bf4a1
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Take Over the World
 Civilization (Video Game) / int_ec0bf4a1
comment
Take Over the World: The main goal of a Conquest or Domination victory if you're pursuing this. America/China/Japan/Russia Takes Over the World: If you play their leaders and do the aforementioned actions.
 Civilization (Video Game) / int_ec0bf4a1
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 Civilization (Video Game)
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Civilization (Video Game) / int_ec0bf4a1
 Civilization (Video Game) / int_edae412c
type
Fighter, Mage, Thief
 Civilization (Video Game) / int_edae412c
comment
Fighter, Mage, Thief: The four "Secret Societies" that VI players can join in the game mode of the same name work like this, with each society supporting a different playstyle: The Sanguine Pact are the Fighters, with their bonuses exclusively centered around the immortal and indefinitely-scaling Vampire units. The Hermetic Order are an alchemy and Ley Line focused Mage-like order that centers around science generation and identifying and improving Ley Line tiles by earning Great People. The Owls of Minerva fit the Thief model, most notably gaining bonuses towards spycraft but also improving trading and city-state diplomacy. The Voidsingers are a subversive take on Clerics, having bonuses that scale off a civ's faith generation, creating relics and being able to sap the loyalty from enemy cities.
 Civilization (Video Game) / int_edae412c
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Civilization (Video Game) / int_edae412c
 Civilization (Video Game) / int_ef43c232
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Downloadable Content
 Civilization (Video Game) / int_ef43c232
comment
V's leaders of either gender. Among the males there's Ramkamhaeng, Montezuma, and Kamehameha, all of whom are basically shirtless, plus there's Hiawatha in a loincloth and a pair of boots. Among the women there's Catherine the Great, whose Pimped-Out Dress has an Impossibly-Low Neckline.
 Civilization (Video Game) / int_ef43c232
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 Civilization (Video Game)
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Civilization (Video Game) / int_ef43c232
 Civilization (Video Game) / int_f0089082
type
Early-Bird Cameo
 Civilization (Video Game) / int_f0089082
comment
Early-Bird Cameo: Lots in V: Harald Bluetooth and the Denmark civilization are available in Downloadable Content, but before they were even announced, Vikings show up in the opening cinematic. Gods & Kings added several Wonders, two of which, the Leaning and CN Towers, can be spotted on the cover of V long before Gods & Kings was announced. Gustavus Adolphus shows up among the randomly-generated names for Great Generals. He eventually appears in Gods & Kings as the leader of Sweden. Many of the city-states in earlier versions had their cities become part of full-sized civs in expansions. For example, there was a Vienna city-state before Austria was introduced. In Civ VI, A Winged Hussar which leading the charge during the Opening Cinematic before Poland was introduced in the game.
 Civilization (Video Game) / int_f0089082
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Civilization (Video Game) / int_f0089082
 Civilization (Video Game) / int_f18ac036
type
Velvet Revolution
 Civilization (Video Game) / int_f18ac036
comment
Velvet Revolution: Using the culture mechanic allows you to bloodlessly take over rival cities by simply overwhelming them. Earlier Civ games had this as you expanding your border to envelop rival cities. Brave New World for V allows this to happen when you put so much cultural pressure on a rival ideology that their citizens revolt ("We hate being Order! We're joining Autocracy instead!"). A balance patch also allows you to conquer enemy cities by force but leave their population completely untouched and receptive to their new owners when you take them, if your culture is dominant over theirs. In the Rise and Fall expansion for VI, the new Loyalty mechanic does a similar thing: your citizens aren't going to be happy if their city is on the other side of the continent a thousand miles away from your capital and are eventually going to revolt and join another Civ unless you can find ways to placate them and keep them loyal to you.
 Civilization (Video Game) / int_f18ac036
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1.0
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 Civilization (Video Game)
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Civilization (Video Game) / int_f18ac036
 Civilization (Video Game) / int_f25b1ae6
type
Unskilled, but Strong
 Civilization (Video Game) / int_f25b1ae6
comment
Unskilled, but Strong: The A.I.s in higher difficulties don't really improve on their skills at all, rather they simply cheat by gaining more and more advantages the higher the difficulty level is, while still falling prey to several Artificial Stupidity moments. The key to overcoming these difficulties is exploiting these flaws and using them to your advantage.
 Civilization (Video Game) / int_f25b1ae6
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 Civilization (Video Game)
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Civilization (Video Game) / int_f25b1ae6
 Civilization (Video Game) / int_f485d62d
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Battering Ram
 Civilization (Video Game) / int_f485d62d
comment
VI took this a step further, adding the Ranged and Bombard distinctions between ranged units (Ranged are effective against other units but weak against city/district defenses; Bombard is the opposite) as well as "Support" units that aren't usually combat-capable by themselves, but improve nearby friendly units; e.g. a Battering Ram can be attached to melee units to increase their effectiveness against city walls.
 Civilization (Video Game) / int_f485d62d
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 Civilization (Video Game) / int_f485d62d
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 Civilization (Video Game)
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Civilization (Video Game) / int_f485d62d
 Civilization (Video Game) / int_f53dd5eb
type
Mutually Exclusive Power-Ups
 Civilization (Video Game) / int_f53dd5eb
comment
Mutually Exclusive Power-Ups: In V, any given city can have a Nuclear Plant or a Solar Plant, but not both. They have the exact same effect (increasing city production), but the Nuclear Plant requires Uranium and the Solar Plant doesn't, providing an unusually subtle Green Aesop: ecology helps you save resources that are limitednote And devote more of them to bombing other people. Well, we said green aesop, not pacifist aesop. However, the Solar Plant does require your city to be built on or next to a desert tile. In VI, each Military Encampment can have either a barracks (increased XP for infantry) or a stable (increased XP for cavalry) but not both. Similarly, there are two types of museum - Archeological or Art Museum - and each Theatre Square can only have one.
 Civilization (Video Game) / int_f53dd5eb
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1.0
 Civilization (Video Game) / int_f53dd5eb
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 Civilization (Video Game)
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Civilization (Video Game) / int_f53dd5eb
 Civilization (Video Game) / int_f5b42c55
type
Global Warming
 Civilization (Video Game) / int_f5b42c55
comment
Global Warming: Better watch that pollution, or your cities will sink! More recent games backed off on this, instead occasionally altering a terrain square to an inferior type, such as grasslands to deserts, but VI's Gathering Storm expansion brought it back big-time.
 Civilization (Video Game) / int_f5b42c55
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1.0
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 Civilization (Video Game)
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Civilization (Video Game) / int_f5b42c55
 Civilization (Video Game) / int_f609fcfe
type
Fictional Holiday
 Civilization (Video Game) / int_f609fcfe
comment
Fictional Holiday: Not so fictional. Maryland decided it wanted a Civilization V day. (Firaxis Games is based in Hunt Valley, MD, just north of Baltimore.) "We Love the King Day" is where one of your cities is jubilant at you acquiring a particular luxury resource. They get a boost in food production (population growth rate) and it lasts a few turns.
 Civilization (Video Game) / int_f609fcfe
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1.0
 Civilization (Video Game) / int_f609fcfe
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 Civilization (Video Game)
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Civilization (Video Game) / int_f609fcfe
 Civilization (Video Game) / int_f6722211
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Hit Points
 Civilization (Video Game) / int_f6722211
comment
All military units were this until II, which introduced a Hit Points system to avert the "Spearman Beats Tank" problem. III simplified the combat system but reintroduced the problem. IV merged Hit Points and combat power into one figure, making Death of a Thousand Cuts a serious problem. V generally averts this, but there are a few situations where units become One Hit Point Wonders despite having 10 HP:
 Civilization (Video Game) / int_f6722211
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 Civilization (Video Game)
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Civilization (Video Game) / int_f6722211
 Civilization (Video Game) / int_f6b70c98
type
Strongly Worded Letter
 Civilization (Video Game) / int_f6b70c98
comment
Strongly Worded Letter: In V, denouncements are more than this as they send a signal to other civs that they will likely have an ally in war against the denounced civ. There are a lot of other dialogues that do count as this though; if someone bullies a city state you are protecting, you can either forgive them, which lowers your influence with the city state, or say "you will pay for this", which keeps the city state happy, does not count as a denouncement against the bully, and basically does nothing except peeve the bully for a little while. Other actions allow you to respond "you will pay for this in time" if you want, but it has little if any effect. Gods & Kings makes denouncements even more meaningful, as they undo certain diplomatic actions like embassies and declarations of friendship. Denouncing a civ you're friends with gives you a diplomatic penalty with every other civ in the game, even if you have every right to denounce said civ (for example, they promised to stop spying on you and then kept doing it).
 Civilization (Video Game) / int_f6b70c98
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 Civilization (Video Game)
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Civilization (Video Game) / int_f6b70c98
 Civilization (Video Game) / int_f740a274
type
Historical Beauty Update
 Civilization (Video Game) / int_f740a274
comment
Historical Beauty Update: Revolution's national leaders, especially the females.
 Civilization (Video Game) / int_f740a274
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1.0
 Civilization (Video Game) / int_f740a274
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 Civilization (Video Game)
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Civilization (Video Game) / int_f740a274
 Civilization (Video Game) / int_f76842b1
type
The Fundamentalist
 Civilization (Video Game) / int_f76842b1
comment
The Fundamentalist: There is an actual government type called Fundamentalism in II, and a Theocracy civic in IV. V has several "Social Policies", of which one can have either Piety or Rationalism. You are forever barred from the other, likely for this reason. No longer the case in Brave New World, however. The AI in Gods & Kings tends to act like this when spreading religion. If they have their own religion and you try to spread your religion in one of their cities, they get angry, slap you with a diplomatic penalty and tell you to send your missionaries somewhere else. (You can choose to ignore their warning, which will lead to more serious diplomatic repercussions.) However, they're completely okay with sending their Great Prophets and Missionaries to convert your holy city to their religion (and if they do succeed in making their religion stick in your Holy City you get the "Indoctrinated" achievementnote Despite this you can still produce Prophets of your religion). If one of your cities is converted to another civilization's, you can ask them to stop sending missionaries to your cities, and depending on the AI's feelings toward you, they may comply. (For a while, at least.) If they don't they'll give a speech about "sending the true message to your people" who are cast into "ignorance" from your religion.
 Civilization (Video Game) / int_f76842b1
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1.0
 Civilization (Video Game) / int_f76842b1
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 Civilization (Video Game)
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Civilization (Video Game) / int_f76842b1
 Civilization (Video Game) / int_f7dc8339
type
City People Eat Sushi
 Civilization (Video Game) / int_f7dc8339
comment
City People Eat Sushi: In IV: Beyond the Sword, Sid Sushi Co, while giving less food when incorporated than Cereal Mills, gives a good amount of culture per turn, echoing the stereotype of sushi being fancier.
 Civilization (Video Game) / int_f7dc8339
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1.0
 Civilization (Video Game) / int_f7dc8339
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 Civilization (Video Game)
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Civilization (Video Game) / int_f7dc8339
 Civilization (Video Game) / int_f81eef5c
type
Separate, but Identical
 Civilization (Video Game) / int_f81eef5c
comment
Separate, but Identical: In full force in the first two games, aside from a few minor differences in AI personalities. Installments after III moved away from this by giving unique units and buildings to each civilization and different traits to each leader, but all civs still draw from the same Tech Tree (with all that that implies).
 Civilization (Video Game) / int_f81eef5c
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1.0
 Civilization (Video Game) / int_f81eef5c
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 Civilization (Video Game)
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Civilization (Video Game) / int_f81eef5c
 Civilization (Video Game) / int_f87c42d4
type
Video Game Cruelty Potential
 Civilization (Video Game) / int_f87c42d4
comment
Video Game Cruelty Potential: Poison your neighbors' water supplies! Bomb farmlands and cause the starving deaths of millions! Nuke Gandhi! Gandhi nuked me first! In addition to allowing (read: encouraging) you to use slavery, Civilization also entices you to wipe out entire nations. If you manage to subjugate or genocide every race but your own, the game declares you a winner. Some civilizations (particularly in V) are specifically geared towards dog-kicking, like Montezuma, who gains culture by sacrificing captured enemies, or Genghis Khan, who is designed to hunt down and destroy City-States. Also, the "Autocracy" policy track is specifically modeled after conquering the world by force and all of its policies are named after unfortunate things associated with fascism. Among the Luxury resources in V is Ivory, and its tile is depicted with, of course, elephants on it. Ivory remains very much a luxury resource that improves the happiness of your Empire even when you already have discovered the Ecology tech. Same thing, of course, with the Whale tiles. Or the Fur tiles, even if those ones show animals that are not considered as endangered - foxes. (This was not the case in IV where all these resources eventually became obsolete.) On the other hand, the game lets you pass motions in the World Congress to ban those luxuries as immoral. However, it also lets you ban luxury resources that aren't usually considered immoral in real life, just so you can negate the happiness benefit of another civ that is dependent on that resource. The Gathering Storm expansion for VI adds climate change, which will slowly melt sea ice and flood low-lying regions as you pump more carbon into the atmosphere. The devs have stated you can either try to slow down the effects, or you can be a jerk and weaponise it by purposely raising sea levels and watch as all your enemies' coastal regions get flooded. VI later added an Apocalypse Mode which adds the soothsayer, a unit that can cause natural disasters to happen. As SpiffingBrit demonstrated, because the AI does not take into account whether a natural disaster is actually natural or caused by you, it's perfectly possible to go around crippling rival Civs' cities by causing them to be buried under sandstorms, snowstorms, floodwater, or volcanic ash.
 Civilization (Video Game) / int_f87c42d4
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 Civilization (Video Game)
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Civilization (Video Game) / int_f87c42d4
 Civilization (Video Game) / int_f945dff4
type
Facepalm
 Civilization (Video Game) / int_f945dff4
comment
Facepalm: When conducting diplomacy in IV, annoyed leaders tend to do this a lot, especially when a trade deal doesn't work out.
 Civilization (Video Game) / int_f945dff4
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1.0
 Civilization (Video Game) / int_f945dff4
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 Civilization (Video Game)
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Civilization (Video Game) / int_f945dff4
 Civilization (Video Game) / int_f97ab6a5
type
Suicidal Overconfidence
 Civilization (Video Game) / int_f97ab6a5
comment
Suicidal Overconfidence: Zigzagged with the AI. On the one hand, if you've got a standing army of dozens of gun-toting infantry and the AI is still using horseback warriors and archers, they're probably not going to be stupid enough to declare war on you. On the other hand, if you declare war on them and predictably steamroll their civilization off the map, they are stupid enough to not throw themselves at your feet and beg for mercy, and will still snort and posture when you approach for a treaty. In V they also don't appear to take Defensive Pacts into account when judging strength, and so will eagerly throw themselves into war with a coalition that can wipe them off the map in order to fight one of the members who happens to be of lower power. Sometimes, in V, the AI will actually admit how woefully outmatched they are, but note that they're just trying to slow you down when you're about to win, often by cultural victory.
 Civilization (Video Game) / int_f97ab6a5
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1.0
 Civilization (Video Game) / int_f97ab6a5
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 Civilization (Video Game)
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Civilization (Video Game) / int_f97ab6a5
 Civilization (Video Game) / int_f9a49c92
type
Random Event
 Civilization (Video Game) / int_f9a49c92
comment
Random Event: I had a number of random disasters that could strike your cities. Some of them could not be prevented, such as earthquakes which destroy a random improvement. Others, however, could be prevented if a certain improvement existed in the city. City walls prevented floods, barracks prevented pirates from stealing food and halting production, aqueducts prevented fires destroying other improvements or plagues causing population loss, and temples prevented volcanoes. IV's expansions included random events. A lot of them are just random things that affect improvements and tile output (mine collapses, tornados, striking a deposit of jade), while others can change your relationship with your neighbors, such as a politically-arranged marriage collapsing or a high-ranking intelligence agent defecting. Other Random Events depend on your government, such as your hereditary dynasty dying out or an election being too close to call and being settled by the courts, giving you an incentive to try out as many Civic combinations as possible. V uses this for city-state requests, especially when they ask for a certain resource or want another city state eliminated. The Vanilla Enhanced Mod for V adds events similar to IV. Gathering Storm adds random natural disasters, from floods and droughts to hurricanes and volcanic eruptions. Their initial frequency and severity can be changed during game set-up, and as climate change occurs, they gradually grow more frequent. While they can cause significant localised damage, especially if they hit a city directly, they can also fertilise the tiles they hit and permanently increase their yields. The New Frontier Pass is set to include an "Apocalypse" mode, which adds even more random disasters, including forest fires and meteor strikes, but also subverts it by allowing you to purchase Soothsayers, special religious units who can actually trigger natural disasters in enemy territory.
 Civilization (Video Game) / int_f9a49c92
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1.0
 Civilization (Video Game) / int_f9a49c92
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 Civilization (Video Game)
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Civilization (Video Game) / int_f9a49c92
 Civilization (Video Game) / int_f9f2c33
type
Running Gag
 Civilization (Video Game) / int_f9f2c33
comment
In the same game, garrisoning a unit in a city is a double-edged sword. While it does add the unit's strength to the city, it also means that if the city has been bombarded down to zero HP, then it doesn't matter whether the next attacker is a Spearman or the defender is a Tank Giant Death Robot; the latter is going to die when the city is captured.
 Civilization (Video Game) / int_f9f2c33
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 Civilization (Video Game) / int_f9f2c33
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 Civilization (Video Game)
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Civilization (Video Game) / int_f9f2c33
 Civilization (Video Game) / int_fa6bfde9
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Have a Gay Old Time
 Civilization (Video Game) / int_fa6bfde9
comment
Have a Gay Old Time: In II, when you changed governments, the newspaper would announce, "[Your Citizens] Are Revolting!" To which all the AI players' citizens would go, "Well, duh."
 Civilization (Video Game) / int_fa6bfde9
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1.0
 Civilization (Video Game) / int_fa6bfde9
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 Civilization (Video Game)
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Civilization (Video Game) / int_fa6bfde9
 Civilization (Video Game) / int_fa9cd4db
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Democracy Is Bad
 Civilization (Video Game) / int_fa9cd4db
comment
Some of the Civics descriptions in IV are a bit... odd. They all attempt to list the pros and cons of each civic. The one for Pacifism basically denounces it as hypocrisy. And guess what the one about Universal Suffrage says. Slavery has its advantages. Interestingly, they couldn't think of anything good to say about the caste system.
 Civilization (Video Game) / int_fa9cd4db
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1.0
 Civilization (Video Game) / int_fa9cd4db
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 Civilization (Video Game)
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Civilization (Video Game) / int_fa9cd4db
 Civilization (Video Game) / int_fba863ae
type
Here There Be Dragons
 Civilization (Video Game) / int_fba863ae
comment
Here There Be Dragons: In VI, unexplored areas of the map feature sporadically-placed dragons, serpents and compass roses.
 Civilization (Video Game) / int_fba863ae
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1.0
 Civilization (Video Game) / int_fba863ae
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 Civilization (Video Game)
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Civilization (Video Game) / int_fba863ae
 Civilization (Video Game) / int_fc39769d
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Gunboat Diplomacy
 Civilization (Video Game) / int_fc39769d
comment
Gunboat Diplomacy: Permeates through all the games. V: Brave New World has it by name as a tier-3 Autocracy Tenet that makes city states become more friendly with you for each turn that they're afraid of your military might, while in VI it's the name of a Policy that gives you open borders from all city-states and increases the rate at which you earn Envoys.
 Civilization (Video Game) / int_fc39769d
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 Civilization (Video Game) / int_fc39769d
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 Civilization (Video Game)
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Civilization (Video Game) / int_fc39769d
 Civilization (Video Game) / int_fc3f3cf3
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Little Black Dress
 Civilization (Video Game) / int_fc3f3cf3
comment
Little Black Dress: Worn by the Spy in II.
 Civilization (Video Game) / int_fc3f3cf3
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1.0
 Civilization (Video Game) / int_fc3f3cf3
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 Civilization (Video Game)
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Civilization (Video Game) / int_fc3f3cf3
 Civilization (Video Game) / int_fcd993bd
type
Video Game Cruelty Punishment
 Civilization (Video Game) / int_fcd993bd
comment
Video Game Cruelty Punishment: Razing a city in IV: Beyond the Sword comes with a chance of spawning a stack of highly-experienced state-of-the-art enemy units on a nearby tile, with an event message saying that the surviving dwellers of the destroyed city have formed a militia to avenge their hometown or die trying.
 Civilization (Video Game) / int_fcd993bd
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1.0
 Civilization (Video Game) / int_fcd993bd
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 Civilization (Video Game)
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Civilization (Video Game) / int_fcd993bd
 Civilization (Video Game) / int_fd0fdc9
type
Video Game Randomizer
 Civilization (Video Game) / int_fd0fdc9
comment
Video Game Randomizer: 6 released a "Tech and Civic Shuffle" game mode in August 2020, which randomizes the Tech Tree and Civic Tree when enabled. Techs and civics within each game Era are shuffled, the tree layouts are changed, and unknown techs and civics are hidden.
 Civilization (Video Game) / int_fd0fdc9
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 Civilization (Video Game) / int_fd0fdc9
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 Civilization (Video Game)
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Civilization (Video Game) / int_fd0fdc9
 Civilization (Video Game) / int_fd2086a9
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You Require More Vespene Gas
 Civilization (Video Game) / int_fd2086a9
comment
You Require More Vespene Gas: As of Civ VI: Gathering Storm, strategic resources work this way. The same expansion also adds Power, though unlike other games it simply gives you bonus yields rather than penalizing you if you don't have enough.
 Civilization (Video Game) / int_fd2086a9
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1.0
 Civilization (Video Game) / int_fd2086a9
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 Civilization (Video Game)
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Civilization (Video Game) / int_fd2086a9
 Civilization (Video Game) / int_fd76df83
type
Artistic License – Economics
 Civilization (Video Game) / int_fd76df83
comment
Artistic License – Economics: Economic systems are tuned for game balance, not realism, so they sometimes produce counter-intuitive effects.
 Civilization (Video Game) / int_fd76df83
featureApplicability
1.0
 Civilization (Video Game) / int_fd76df83
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 Civilization (Video Game)
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Civilization (Video Game) / int_fd76df83
 Civilization (Video Game) / int_fdf22cfd
type
Evil Is Hammy
 Civilization (Video Game) / int_fdf22cfd
comment
Evil Is Hammy: Notorious warmongers such as Montezuma and Attila tend to have a lot more ham in their diet than the more peaceful leaders, especially in V.
 Civilization (Video Game) / int_fdf22cfd
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1.0
 Civilization (Video Game) / int_fdf22cfd
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 Civilization (Video Game)
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Civilization (Video Game) / int_fdf22cfd
 Civilization (Video Game) / int_fe5e40e2
type
Gondor Calls for Aid
 Civilization (Video Game) / int_fe5e40e2
comment
Gondor Calls for Aid: You may or may not be able to get your supposed allies to fight your enemies with you, but in V, allied City-States will also declare war on your enemy with you. They won't send their armies too far, but they'll cut off all trade with your enemy, and one Autocracy ideological tenet will have militaristic City-States donate units to you much more often. In VI, the suzerain of a city-state can pay gold to levy a city-states military, taking control of it for a period of time. In the other direction, when a city state is under attack, it may quest you to secretly gift them units which will give you a good bit of influence with them. There's a bit of Fridge Logic in that you can "secretly" gift units that only your civ can make.
 Civilization (Video Game) / int_fe5e40e2
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1.0
 Civilization (Video Game) / int_fe5e40e2
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 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_fe5e40e2
 Civilization (Video Game) / int_ffad4e9f
type
Shown Their Work
 Civilization (Video Game) / int_ffad4e9f
comment
Shown Their Work: Rhye's and Fall of Civilization, a historical simulator for the entire world, is ridiculously detailed, with pretty much every tile named after a city that really exists there, and they change according to the controlling Civ. It's a Game Mod, not something made by the developers, although one that usually gets included as a bonus in expansion packs for the game.
 Civilization (Video Game) / int_ffad4e9f
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1.0
 Civilization (Video Game) / int_ffad4e9f
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_ffad4e9f
 Civilization (Video Game) / int_name
type
ItemName
 Civilization (Video Game) / int_name
comment
 Civilization (Video Game) / int_name
featureApplicability
1.0
 Civilization (Video Game) / int_name
featureConfidence
1.0
 Civilization (Video Game)
hasFeature
Civilization (Video Game) / int_name
 Civilization (Video Game) / int_name
itemName
Civilization (Video Game)

The following is a list of statements referring to the current page from other pages.

 Brave New World
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
A God Is You / int_56fa0ea4
 Civilization (Video Game)
hasFeature
A.I. Breaker / int_56fa0ea4
 Civilization (Video Game)
hasFeature
A Million Is a Statistic / int_56fa0ea4
 Civilization (Video Game)
hasFeature
A Winner Is You / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Abridged Arena Array / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Actually Four Mooks / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Advanced Ancient Acropolis / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Advanced Ancient Humans / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Affirmative Action Girl / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Africa Is a Country / int_56fa0ea4
 Civilization (Video Game)
hasFeature
African Chant / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Aliens Never Invented the Wheel / int_56fa0ea4
 Civilization (Video Game)
hasFeature
All Asians Wear Conical Straw Hats / int_56fa0ea4
 Civilization (Video Game)
hasFeature
All Nations Are Superpowers / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Alliance Meter / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Alternate Techline / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Alternative Calendar / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ambadassador / int_56fa0ea4
 Civilization (Video Game)
hasFeature
American Video Games / int_56fa0ea4
 Civilization (Video Game)
hasFeature
An Interior Designer Is You / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Anarchy Is Chaos / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ancestor Veneration / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ancient Egypt / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ancient Greece / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ancient Persia / int_56fa0ea4
 Civilization (Video Game)
hasFeature
And You Thought It Was Real / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Annoying Arrows / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Anti-Armor / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Anti-Cavalry / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Anti Poop-Socking / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Anti-Vehicle / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Appeal to Force / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Arbitrary Headcount Limit / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Archaeological Arms Race / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Army Scout / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Art Deco / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Artificial Atmospheric Actions / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Artificial Brilliance / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Artistic License – Nuclear Physics / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Artistic License – Statistics / int_56fa0ea4
 Civilization (Video Game)
hasFeature
As the Good Book Says... / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ascend to a Higher Plane of Existence / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ascended Glitch / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Assimilation Plot / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Atlantis Is Boring / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Attack! Attack... Retreat! Retreat! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Audible Sharpness / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Auto-Tune / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Automatic Crossbows / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Awesome Personnel Carrier / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Bad Luck Mitigation Mechanic / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Barbarian Tribe / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Barbarous Barbary Bandits / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Battering Ram / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Bible Times / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Big Fancy Castle / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Binding Ancient Treaty / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Black Eyes of Evil / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Black Market Produce / int_56fa0ea4
 Civilization (Video Game)
hasFeature
"Blackmail" Is Such an Ugly Word / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Blow Gun / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Bold Explorer / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Boléro Effect / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Boom Stick / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Born in the Saddle / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Born Under the Sail / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Boss Remix / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Bows Versus Crossbows / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Bragging Theme Tune / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Breaking Old Trends / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Canadian Equals Hockey Fan / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cap Raiser / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Capital Offensive / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Captain Morgan Pose / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Challenge Run / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Changing Gameplay Priorities / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Character-Driven Strategy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cheese Strategy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Choose a Handicap / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Chronically Killed Actor / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Church Militant / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Circles of Hell / int_56fa0ea4
 Civilization (Video Game)
hasFeature
City of Everywhere / int_56fa0ea4
 Civilization (Video Game)
hasFeature
City of Spies / int_56fa0ea4
 Civilization (Video Game)
hasFeature
City on the Water / int_56fa0ea4
 Civilization (Video Game)
hasFeature
City People Eat Sushi / int_56fa0ea4
 CivStoriesAndTales
seeAlso
Civilization (Video Game)
 Civilization
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
Clock Tower / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Collectible Card Game / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Colony Ship / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Color-Coded Armies / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Comically Small Bribe / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Command & Conquer Economy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Compilation Re-release / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Conscription / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Construction and Management Games / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cool, but Inefficient / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cool, but Stupid / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cool Versus Awesome / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Copy Protection / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Corporate Warfare / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cosmetically Different Sides / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Courteous Canadian / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Creative Sterility / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Creator Cameo / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Crushing the Populace / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Crutch Character / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Crystal Dragon Jesus / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cultural Posturing / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cultured Badass / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Cure for Cancer / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Damage Is Fire / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Dartboard of Hate / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Decade Dissonance / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Decadent Court / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Decapitation Presentation / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Defend Command / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Defenseless Transports / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Defog of War / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Democracy Is Flawed / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Depopulation Bomb / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Development Gag / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Difficult, but Awesome / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Diplomatic Cover Spy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Disc-One Nuke / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Doesn't Trust Those Guys / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Domed Hometown / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Double-Edged Buff / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Drop-In-Drop-Out Multiplayer / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Dual-World Gameplay / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Dynamic Loading / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Eagle Squadron / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Early Game Hell / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Easier Than Easy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Easily Conquered World / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Easy Evangelism / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Easy Logistics / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Easy-Mode Mockery / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Egypt Is Still Ancient / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Einstein Hair / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Elites Are More Glamorous / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Elvis Impersonator / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Emergency Weapon / int_56fa0ea4
 Civilization (Video Game)
hasFeature
End-Game Results Screen / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Endless Game / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Enemy Civil War / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Epic Flail / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Epigraph / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Escort Mission / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Eternally Pearly-White Teeth / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ethereal Choir / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Eunuchs Are Evil / int_56fa0ea4
 Civilization (Video Game)
hasFeature
"Eureka!" Moment / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Every Man Has His Price / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Evil Pays Better / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Evolving Music / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Expansion Pack / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Experience Booster / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Extra Turn / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Eye of Horus Means Egypt / int_56fa0ea4
 FallFromHeavenAgeOfIce
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
False Friend / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Famous for Being First / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fantastic Ship Prefix / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fanvid / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fascist, but Inefficient / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fatal Family Photo / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Feelies / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fiction 500 / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fictional Currency / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fictional Earth / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fictional United Nations / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Finger-Tenting / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fleur-de-lis / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Flooded Future World / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fog of War / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Forced Tutorial / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Foreign Language Theme / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Foreign-Language Tirade / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Forever War / int_56fa0ea4
 Civilization (Video Game)
hasFeature
From Entertainment to Education / int_56fa0ea4
 Civilization (Video Game)
hasFeature
GIS Syndrome / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gaia's Lament / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Game-Breaking Bug / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Game Mod / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Game Music / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gameplay Automation / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gameplay Derailment / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gameplay Grading / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gang Up on the Human / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Generation Ships / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Genghis Gambit / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Geo Effects / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Germanic Efficiency / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Get on the Boat / int_56fa0ea4
 GihrensGreed
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
Global Currency / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Global Warming / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Goal-Oriented Evolution / int_56fa0ea4
 Civilization (Video Game)
hasFeature
God-Emperor / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Good Pays Better / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gorgeous Greek / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Graceful Loser / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Grandfather Clause / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gratuitous Foreign Language / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Greek Fire / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Green Aesop / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Guilt-Based Gaming / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Gunboat Diplomacy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Hard-Coded Hostility / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Harder Than Hard / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Head-in-the-Sand Management / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Heart Is an Awesome Power / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Hello, [Insert Name Here] / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Herd-Hitting Attack / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Here There Be Dragons / int_56fa0ea4
 Civilization (Video Game)
hasFeature
High-Tier Scrappy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Historical Domain Crossover / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Historical Villain Downgrade / int_6c35cec4
 Civilization (Video Game)
hasFeature
Holy City / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Home Field Advantage / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Homing Boulders / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Hope Sprouts Eternal / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Horny Vikings / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Horse Archer / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Horsemen of the Apocalypse / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Hot Sub-on-Sub Action / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Hover Tank / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Humans Are White / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Hunter Trapper / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Hyperspace Lanes / int_56fa0ea4
 Civilization (Video Game)
hasFeature
I Surrender, Suckers / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Idiosyncratic Difficulty Levels / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Immortal Ruler / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Imported Alien Phlebotinum / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Inferred Holocaust / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Informal Eulogy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Instant Awesome: Just Add Mecha! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Instant Militia / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Interface Spoiler / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Inventing the Wheel / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Invisibility Flicker / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Istanbul (Not Constantinople) / int_56fa0ea4
 Civilization (Video Game)
hasFeature
It Only Works Once / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Item Amplifier / int_56fa0ea4
 Civilization (Video Game)
hasFeature
It's Raining Men / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Japan Takes Over the World / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Japanese Spirit / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Joke Character / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Just One More Level! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Kangaroos Represent Australia / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Katanas Are Just Better / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Kick Them While They Are Down / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Kinetic Weapons Are Just Better / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Land of One City / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Law of Cartographical Elegance / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Lensman Arms Race / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Lethal Joke Character / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Let's Have a Cèilidh / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Level in the Clouds / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Level-Up Fill-Up / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Linear Warriors, Quadratic Wizards / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Loading Screen / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Loads and Loads of Loading / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Loads and Loads of Rules / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Look on My Works, Ye Mighty, and Despair / int_56fa0ea4
 LouisXIV
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
Low Culture, High Tech / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Low-Tech Spears / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Low-Tier Letdown / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ludicrous Precision / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Magic from Technology / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Majority-Share Dictator / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Martial Pacifist / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Master of All / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Master of None / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mayan Doomsday / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mecha-Enabling Phlebotinum / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mechanically Unusual Class / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Medieval Stasis / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mêlée à Trois / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Meme Acknowledgment / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Merchant City / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mexicans Love Speedy Gonzales / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Micro-Transactions / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Middle Eastern Coalition / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Million Mook March / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mishmash Museum / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Misplaced Accent / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Modern Mayincatec Empire / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Modest Royalty / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Modular Difficulty / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Money Spider / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Monumental Damage Resistance / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mook Commander / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mook Maker / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Moose and Maple Syrup / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Morale Mechanic / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Multi-Slot Character / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Multiple Life Bars / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mutually Assured Destruction / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Mutually Exclusive Power-Ups / int_56fa0ea4
 Civilization (Video Game)
hasFeature
My Horse Is a Motorbike / int_56fa0ea4
 Civilization (Video Game)
hasFeature
My Rules Are Not Your Rules / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Naming Your Colony World / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Naval Blockade / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Nay-Theist / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Neutrals, Critters, and Creeps / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Never Bring a Knife to a Gun Fight / int_56fa0ea4
 Civilization (Video Game)
hasFeature
New Neo City / int_56fa0ea4
 Civilization (Video Game)
hasFeature
New Tech Is Not Cheap / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Blood for Phlebotinum / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Fair Cheating / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Points for Neutrality / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Recycling / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Sneak Attacks / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Such Thing as Alien Pop Culture / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Such Thing as Dehydration / int_56fa0ea4
 Civilization (Video Game)
hasFeature
No Swastikas / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Non-Combat EXP / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Non-Entity General / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Non-Indicative Difficulty / int_56fa0ea4
 Civilization (Video Game)
hasFeature
North Is Cold, South Is Hot / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Not Even Bothering with the Accent / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Not in My Backyard! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Nuclear Nullifier / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Nuke 'em / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Numerical Hard / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Obstructive Bureaucrat / int_56fa0ea4
 Civilization (Video Game)
hasFeature
One-Hit Polykill / int_56fa0ea4
 Civilization (Video Game)
hasFeature
One Nation Under Copyright / int_56fa0ea4
 Civilization (Video Game)
hasFeature
One Stat to Rule Them All / int_56fa0ea4
 Civilization (Video Game)
hasFeature
One World Order / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Oppressive States of America / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Or Are You Just Happy to See Me? / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Order Versus Chaos / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Our Gods Are Different / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Outside-the-Box Tactic / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Overflow Error / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Overpopulation Crisis / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Overt Rendezvous / int_56fa0ea4
 PCVsConsole
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
Pacifist Run / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Padded Sumo Gameplay / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Percent Damage Attack / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Permanent Elected Official / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Person of Mass Construction / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Pet Interface / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Phlebotinum-Induced Steampunk / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Piñata Enemy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Playable Epilogue / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Player Elimination / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Player-Exclusive Mechanic / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Player Tic / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Poison Mushroom / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Police State / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Pop Quiz / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Power Creep / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Pre-Order Bonus / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Press Start to Game Over / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Pretext for War / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Primitive Clubs / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Privateer / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Proud Industrious Race / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Proud Scholar Race / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Public Domain Artifact / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Puppet State / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Pyramid Power / int_56fa0ea4
 Civilization (Video Game)
hasFeature
RPG Elements / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Rainbow Speak / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Randomly Generated Levels / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ranger / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Rape, Pillage, and Burn / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Rare Candy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Rate-Limited Perpetual Resource / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Readings Are Off the Scale / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Real Robot Genre / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Real-Time with Pause / int_56fa0ea4
 RealpolitikCIV
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
Reclining Reigner / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Recurring Riff / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Recursive Adaptation / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Reference Overdosed / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Relationship Chart / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Religious Bruiser / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ridiculous Exchange Rates / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ridiculously Fast Construction / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ripped from the Headlines / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Robbing the Dead / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Rock Beats Laser / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Ruins for Ruins' Sake / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Salt the Earth / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Samurai / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Sassy Black Woman / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Save Scumming / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Say Your Prayers / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Schizophrenic Difficulty / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Scienceville / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Scissors Cuts Rock / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Scoring Points / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Scotireland / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Scratch Damage / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Screw the Money, This Is Personal! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Screw the Rules, I Have Money! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Sea of Sand / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Secret A.I. Moves / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Self-Imposed Challenge / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Series Mascot / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Settling the Frontier / int_56fa0ea4
 Civilization (Video Game)
hasFeature
She Is the King / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Shining City / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Short-Range Long-Range Weapon / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Sickly Green Glow / int_6c35cec4
 Civilization (Video Game)
hasFeature
Siege Engines / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Silly Reason for War / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Sinister Shades / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Sitting Duck / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Slap-on-the-Wrist Nuke / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Slavery Is a Special Kind of Evil / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Solid Clouds / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Sorting Algorithm of Weapon Effectiveness / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Space Elevator / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Space-Filling Empire / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Space Plane / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Space Station / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Spiteful A.I. / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Spreading Disaster Map Graphic / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Spy Catsuit / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Spy Satellites / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Standard Human Spaceship / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Stealth in Space / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Stock Sound Effects / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Stop Poking Me! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Storming the Beaches / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Stuck Items / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Subliminal Advertising / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Subsystem Damage / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Suffer the Slings / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Suicidal Overconfidence / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Suspiciously Small Army / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Swans A-Swimming / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Symbology Research Failure / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Tactical Rock–Paper–Scissors / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Talking through Technique / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Tanks for Nothing / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Target Spotter / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Tech Tree / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Technically a Smile / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Technicolor Science / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Technology Levels / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Teleporting Keycard Squad / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The All-Seeing A.I. / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Board Game / int_56fa0ea4
 TheChancellorsOfGermany
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
The Computer Is a Lying Bastard / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Computer Shall Taunt You / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Coup / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Engineer / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Great Wall / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Magnificent / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Mall / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Missionary / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Scourge of God / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Stinger / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Theme Park Version / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Theocracy / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Topic of Cancer / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Tunguska Event / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The Underworld / int_56fa0ea4
 Civilization (Video Game)
hasFeature
The World Is Just Awesome / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Throat-Slitting Gesture / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Thunderbolt Iron / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Timed Mission / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Tomorrowland / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Too Awesome to Use / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Translation Train Wreck / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Tropaholics Anonymous / int_56fa0ea4
 Civilization (Video Game)
hasFeature
20% More Awesome / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Uncle Pennybags / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Underestimating Badassery / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Understatement / int_56fa0ea4
 Civilization (Video Game)
hasFeature
United Nations Is a Superpower / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Units Not to Scale / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Universally Beloved Leader / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Unspecified Apocalypse / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Unstable Equilibrium / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Unwinnable by Insanity / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Urban Legend of Zelda / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Urban Segregation / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Variable Player Goals / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Veteran Unit / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Victor Gains Loser's Powers / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Victory by Endurance / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Video Game Cruelty Punishment / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Video Game Geography / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Video Game Long-Runners / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Video Game Time / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Video Games of 1990–1994 / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Video Game Caring Potential / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Viewers Are Geniuses / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Villain Forgot to Level Grind / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Violation of Common Sense / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Voluntary Vassal / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Walk, Don't Swim / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Walking Tank / int_56fa0ea4
 WarrenHarding
seeAlso
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
Water Source Tampering / int_56fa0ea4
 Civilization (Video Game)
hasFeature
We Will Have Perfect Health in the Future / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Weapon for Intimidation / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Weirdness Coupon / int_56fa0ea4
 Civilization (Video Game)
hasFeature
What the Hell, Player? / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Wide-Open Sandbox / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Wind Turbine Power / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Wizard Needs Food Badly / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Word, Schmord! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Word Sequel / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Worker Unit / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Works Set in World War I / int_56fa0ea4
 Civilization (Video Game)
hasFeature
World War III / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Wrap Around / int_56fa0ea4
 Civilization (Video Game)
hasFeature
You Fool! / int_56fa0ea4
 Civilization (Video Game)
hasFeature
You Have Researched Breathing / int_56fa0ea4
 Civilization (Video Game)
hasFeature
You Nuke 'Em / int_56fa0ea4
 Civilization (Video Game)
hasFeature
You Require More Vespene Gas / int_56fa0ea4
 ConquestOfElysium2
seeAlso
Civilization (Video Game)
 Gihren’s Greed (Video Game)
seeAlso
Civilization (Video Game)
 X-COM
seeAlso
Civilization (Video Game)
 Civilization
sameAs
Civilization (Video Game)
 Civilization (Video Game)
hasFeature
America Takes Over the World / int_56fa0ea4
 Civilization (Video Game)
hasFeature
Fallen States of America / int_56fa0ea4