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* VideoGameCrueltyPunishment: 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.
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''Civilization'' is a popular [[FourX "4X"]] [[VideoGameLongRunners Long Runner]] game series. The original game was developed in 1991 by Creator/SidMeier, and there have been five [[NumberedSequels direct sequels]] as of October 21, 2016, numerous expansion packs, and many spin-offs (''VideoGame/SidMeiersAlphaCentauri'', ''VideoGame/{{Colonization}}'', ''VideoGame/CivilizationCallToPower'', ''VideoGame/CivilizationBeyondEarth''), as well as the much simplified ''Civilization Revolution'' for home consoles, the UsefulNotes/NintendoDS and [=iPhone=], ''Civ World'' for Website/{{Facebook}}, and the MMO ''Civilization Online''. The game was originally inspired by a {{Board Game|s}}, and has since [[RecursiveAdaptation 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.

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''Civilization'' is a popular [[FourX "4X"]] [[VideoGameLongRunners Long Runner]] game series. The original game was developed in 1991 by Creator/SidMeier, and there have been five [[NumberedSequels direct sequels]] as of October 21, 2016, numerous expansion packs, and many spin-offs (''VideoGame/SidMeiersAlphaCentauri'', ''VideoGame/{{Colonization}}'', ''VideoGame/CivilizationCallToPower'', ''VideoGame/CivilizationBeyondEarth''), as well as the much simplified ''Civilization Revolution'' for home consoles, the UsefulNotes/NintendoDS Platform/NintendoDS and [=iPhone=], ''Civ World'' for Website/{{Facebook}}, and the MMO ''Civilization Online''. The game was originally inspired by a {{Board Game|s}}, and has since [[RecursiveAdaptation 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.
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* ''Civilization VI'' (2016): The latest game in the series as of 2024. New features include the creation of a full-fledged Civics Tree separate from and parallel to the science-based TechTree, which focuses on unlocking Social Policies and culturally related advances; unstacked cities, where World Wonders and city districts are placed on tiles separate from the city center, allowing for a greater degree of city planning; and replacing Workers with Builders, who have limited charges but instantaneously complete tile improvements.

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* ''Civilization VI'' (2016): The latest game in the series as of 2024. New features include the creation of a full-fledged Civics Tree separate from and parallel to the science-based TechTree, which focuses on unlocking Social Policies and culturally related advances; unstacked cities, where World Wonders and city districts are placed on tiles separate from the city center, allowing for a greater degree of city planning; and replacing Workers with Builders, who have limited charges but instantaneously complete tile improvements. This time around, Creator/SeanBean handled narration and voice-over for the game.

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* ''Civilization'' (1991): The one that started it all. Designed by Sid Meier and Bruce Shelley after the successes of ''VideoGame/SilentService'', ''VideoGame/SidMeiersPirates'' and ''VideoGame/RailwayTycoon'', ''Civilization'' (aka ''Civ I'') is noted for being one of the first examples of the 4X genre. It introduced basic mechanics such as selecting a civilization, building cities and units, and waging warfare. At this point, the only victory conditions available were conquering the whole world or winning the space race by sending a spacecraft to Alpha Centauri.

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* ''Civilization'' (1991): The one that started it all. Designed by Sid Meier and Bruce Shelley after the successes of ''VideoGame/SilentService'', ''VideoGame/SidMeiersPirates'' and ''VideoGame/RailwayTycoon'', ''VideoGame/RailroadTycoon'', ''Civilization'' (aka ''Civ I'') is noted for being one of the first examples of the 4X genre. It introduced basic mechanics such as selecting a civilization, building cities and units, and waging warfare. At this point, the only victory conditions available were conquering the whole world or winning the space race by sending a spacecraft to Alpha Centauri.



* ''Civilization IV'' (2005): The first game in the series to make the leap to full 3D. The game marked a return to the top-down, square grid of ''Civ I'' after the previous two games used an isometric view. Multiple game mechanics were introduced in ''Civ IV'' such as Civics, which served as a set of modular bonuses that the player could mix and match to suit their needs; civilizations having multiple leader options, where they shared unique units but had different traits, allowing for more variety in gameplay; and a religion mechanic where various religions would compete for influences in cities around the world.
* ''Civilization V'' (2010): The first game in the series to employ a hexagonal map rather than the square grid of previous games. New gameplay features include the full implementation of Science and Culture as resources in their own right, fully unique civilization bonuses rather than civilizations being assigned traits from a common pool, and the Social Policy Tree, which acts as a hybrid between a Tech Tree and the Civics mechanic of ''Civ IV''.

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* ''Civilization IV'' (2005): The first game in the series to make the leap to full 3D. The game marked a return to the top-down, square grid of ''Civ I'' after the previous two games used an isometric view. Multiple game mechanics were introduced in ''Civ IV'' such as Civics, which served as a set of modular bonuses that the player could mix and match to suit their needs; civilizations having multiple leader options, where they shared unique units but had different traits, allowing for more variety in gameplay; and a religion mechanic where various religions would compete for influences in cities around the world.
world. The game's voice overs for technologies and the OpeningNarration were provided by Creator/LeonardNimoy, in a first for the franchise.
* ''Civilization V'' (2010): The first game in the series to employ a hexagonal map rather than the square grid of previous games. New gameplay features include the full implementation of Science and Culture as resources in their own right, fully unique civilization bonuses rather than civilizations being assigned traits from a common pool, and the Social Policy Tree, which acts as a hybrid between a Tech Tree and the Civics mechanic of ''Civ IV''. Creator/WMorganSheppard took over narration and voice-over roles for this game.



** ''Civilization V: Brave New World'' (2013): The second expansion to ''Civ V''.

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** ''Civilization V: Brave New World'' (2013): The second expansion to ''Civ V''. The expansion introduced a significant rework of the Policy Tree and introducing Ideologies as a late-game version of the Policy Tree, a revamp of the Cultural Victory introducing the Tourism mechanic, as well as a number of new civilizations and wonders.
* ''Civilization VI'' (2016): The latest game in the series as of 2024. New features include the creation of a full-fledged Civics Tree separate from and parallel to the science-based TechTree, which focuses on unlocking Social Policies and culturally related advances; unstacked cities, where World Wonders and city districts are placed on tiles separate from the city center, allowing for a greater degree of city planning; and replacing Workers with Builders, who have limited charges but instantaneously complete tile improvements.
** ''Civilization VI: Rise and Fall'' (2018): The first major expansion to ''Civ VI''. New features include the Eras mechanic, where a civilization's fate can be dictated by how many objectives the player achieves before the era changes; Governors, each of whom provide a specialized bonus to a single city at any given time; and Emergencies, which are emergent scenarios that a player may choose to respond to as the need arises.
** ''Civilization VI: Gathering Storm'' (2019): The second major expansion to ''Civ VI''. New features include a major rework of the Strategic Resource mechanic; climate change as a late-game mechanic, whose effects the player can either choose to mitigate or exacerbate; the reintroduction of the Diplomatic Victory; and map features such as rivers and mountain ranges being named by the civilization that discovers them.

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Not to be confused with the [[Film/{{Civilization}} 1916 silent film]] with the same title or [[https://en.wikipedia.org/wiki/Civilisation_(TV_series) the noted 1969 BBC documentary]] about art history.

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Not to be confused with The franchise so far consists of the [[Film/{{Civilization}} 1916 silent film]] with the same title or [[https://en.wikipedia.org/wiki/Civilisation_(TV_series) the noted 1969 BBC documentary]] about art history.

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[[folder:Main series games]]
* ''Civilization'' (1991): The one that started it all. Designed by Sid Meier and Bruce Shelley after the successes of ''VideoGame/SilentService'', ''VideoGame/SidMeiersPirates'' and ''VideoGame/RailwayTycoon'', ''Civilization'' (aka ''Civ I'') is noted for being one of the first examples of the 4X genre. It introduced basic mechanics such as selecting a civilization, building cities and units, and waging warfare. At this point, the only victory conditions available were conquering the whole world or winning the space race by sending a spacecraft to Alpha Centauri.
* ''Civilization II'' (1996): The first of many sequels in the franchise. ''Civ II'' introduced multiple innovations such as changing from a top-down view of the world map to an isometric view, improved diplomacy, and factoring in the effects of corruption and waste on a civilization. A third victory type, which involved surviving to the year 2020 and achieving the top score, was introduced in this game.
* ''Civilization III'' (2001): The second sequel, the first one that wasn't designed by Sid Meier, and the first to use limited 3D graphics through a SpritePolygonMix. The game was the first to move away from the CosmeticallyDifferentSides of the previous games by giving each civilization unique traits and unique units; for example the Roman civilization could field their signature Legions easily due to their Militaristic and Commercial traits. New features include dedicated {{Worker Unit}}s that built tile improvements like roads and mines in lieu of Settlers like in the previous game; the Culture mechanic, which determines the extent of a city's control over its surrounding area; and Strategic Resources, where access to them controls what kinds of units a civilization can create. Three new victory types were introduced to the game, namely Domination, where a player's land area and population dwarfs that of every other civilization left, Culture, where a player's accumulated culture surpasses that of everyone else's, and the Diplomatic victory, earned by a player being elected the leader of the United Nations.
* ''Civilization IV'' (2005): The first game in the series to make the leap to full 3D. The game marked a return to the top-down, square grid of ''Civ I'' after the previous two games used an isometric view. Multiple game mechanics were introduced in ''Civ IV'' such as Civics, which served as a set of modular bonuses that the player could mix and match to suit their needs; civilizations having multiple leader options, where they shared unique units but had different traits, allowing for more variety in gameplay; and a religion mechanic where various religions would compete for influences in cities around the world.
* ''Civilization V'' (2010): The first game in the series to employ a hexagonal map rather than the square grid of previous games. New gameplay features include the full implementation of Science and Culture as resources in their own right, fully unique civilization bonuses rather than civilizations being assigned traits from a common pool, and the Social Policy Tree, which acts as a hybrid between a Tech Tree and the Civics mechanic of ''Civ IV''.
** ''Civilization V: Gods & Kings'' (2012): The first expansion to ''Civ V''. The expansion reintroduced the religion mechanic first seen in ''Civ IV'', but with more features to the point where the player could customize their religion as they desired, the debut of the Faith resource, as well as features like reworked diplomacy and combat alongside a number of new civilizations.
** ''Civilization V: Brave New World'' (2013): The second expansion to ''Civ V''.
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Not to be confused with the [[Film/{{Civilization}} 1916 silent film]] with the same title or [[https://en.wikipedia.org/wiki/Civilisation_(TV_series) the noted 1969 BBC documentary]] about art history.

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* UltimateShowdownOfUltimateDestiny: 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, [[MightMakesRight or simply wiping out all the competition]].
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* SacrificedBasicSkillForAwesomeTraining: 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.
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* NonCombatEXP: 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.

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* AutoSave: The first game can autosave every 50 turns, using dedicated autosave slots. Later games give more frequent autosaves.



* CopyProtection: 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.

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* CopyProtection: 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.cities, but could still continue the game.


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* HintSystem: 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.
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** In ''VI'', Cleopatra likes civilizations with strong militaries over weaker ones.

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** 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.



** In every version of Civilization, 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.

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** In every version of Civilization, 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.



** 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 [[WelcomeToCorneria infamously repetitive]] voiceline of hers from ''Civ V''.
** The August 2023 update added achievements for winning the game as leaders from the Leader Pass. The name of Yongle's achievement is, of course, [[https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fizxqaol5a8ma1.jpeg%3Fwidth%3D811%26format%3Dpjpg%26auto%3Dwebp%26s%3D4e0b0958509da9c74e954709217b2abd96bc903e Live Yongle Reaction]].

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** In ''VI'', Elizabeth I's leader agenda is titled "trade agreement" "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 [[WelcomeToCorneria infamously repetitive]] voiceline of hers from ''Civ V''.
** The August 2023 update added achievements for winning the game as leaders from the Leader Pass. The name of Yongle's achievement is, of course, [[https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fizxqaol5a8ma1.jpeg%3Fwidth%3D811%26format%3Dpjpg%26auto%3Dwebp%26s%3D4e0b0958509da9c74e954709217b2abd96bc903e Live Yongle Reaction]].



* AuthorityEqualsAsskicking: Averted with Great Generals (and the Khan, the Mongol equivalent), who are {{One Hit Point Wonder}}s whose only offensive capability is to make other units stronger.

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* AuthorityEqualsAsskicking: Averted with Great Generals (and the Khan, the Mongol equivalent), who are {{One Hit Point Wonder}}s and Great Admirals, whose only offensive capability is to make other units stronger.stronger. In ''V'', they're {{One Hit Point Wonder}}s, 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.



* AwakeningTheSleepingGiant: 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.

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* AwakeningTheSleepingGiant: 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,'' 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.



** 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 space ship parts at once), making the wonder largely pointless.

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** Nearly all the wonders in Civ Rev ''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, 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....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 space ship spaceship parts at once), making the wonder largely pointless.



** 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 AIs 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.
* {{BFS}}: Broadswordsmen fall on this category.

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** In Civ Rev, ''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 AIs 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.
* {{BFS}}: Broadswordsmen fall on into this category.



** In Civ IV, a leader may propose a trade, then if you attempt to edit the deal, but decide to stick with the initial trade, sometimes the AI says things like, "It's highway robbery, but we'll take it."
** In Civ Rev, AIs will eventually stop selling techs to you under the guise of not knowing anything you don't already have (quote "Our People are proud but ignorant, you'll have to seek knowledge elsewhere...") despite the fact you can see their total (real-time) tech total in the diplomacy window. When Mao Zedong has 13 techs and you have 8, it's kind of hard to believe he isn't holding out on you...

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** In Civ IV, ''Civ IV'', a leader may propose a trade, then if you attempt to edit the deal, but decide to stick with the initial trade, sometimes the AI says things like, "It's highway robbery, but we'll take it."
** In Civ Rev, ''Civ Rev'', AIs will eventually stop selling techs to you under the guise of not knowing anything you don't already have (quote "Our People are proud but ignorant, you'll have to seek knowledge elsewhere...") despite the fact you can see their total (real-time) tech total in the diplomacy window. When Mao Zedong has 13 techs and you have 8, it's kind of hard to believe he isn't holding out on you...



** Even in the newer games, 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.

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** Even in the newer games, ''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.



* BunnyEarsLawyer: 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.

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* BunnyEarsLawyer: The culture advisor in Civ II ''Civ II'' is an Elvis impersonator who gives all of his advice in a ridiculous Elvis voice...and generally makes pretty solid points.



* ChooseAHandicap: In ''V'', 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?

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* ChooseAHandicap: In ''V'', Fall the "Fall of Rome 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?



** The AI combines this with ArtificialStupidity 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.

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** The AI combines this with ArtificialStupidity with alliances to declare war, particularly in ''III''; If 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.



** There is a single wonder in every game in the series that grants one or two instantly researched technologies when build. Getting it allows to either cement your tech lead ''or'' to catch up when lagging behind.

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** There is a single wonder in every game in the series that grants one or two instantly researched technologies when build.built. Getting it allows to either cement your tech lead ''or'' to catch up when lagging behind.



** 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.
* CosmeticAward: Improving your palace in the original ''Civilization'', your throne room in ''II''. and your castle in ''III'' was awesome, but never had any actual impact on gameplay. The gimmick was dropped from ''IV'' onwards.

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** 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? Railroad? Ya think?) And even the less obvious ones were easy to memorize after you'd played the game a few times.
* CosmeticAward: Improving your palace in the original ''Civilization'', your throne room in ''II''. ''II'', and your castle in ''III'' was awesome, but never had any actual impact on gameplay. The gimmick was dropped from ''IV'' onwards.



* CrapsackWorld: [[https://www.pcgamer.com/ten-year-game-of-civ-2-results-in-hellish-nightmare-planet-permanent-nuclear-war/ 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 dystopia nightmare if it goes on long enough.

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* CrapsackWorld: [[https://www.pcgamer.com/ten-year-game-of-civ-2-results-in-hellish-nightmare-planet-permanent-nuclear-war/ 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 dystopia dystopian nightmare if it goes on long enough.
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** 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, Amsterdam, Korea, Indonesia, Phoenicia, Portugal, Canada, and Maya as playable civilizations.

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** 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, Amsterdam, Byzantium, Korea, Indonesia, Phoenicia, Portugal, Canada, and Maya as playable civilizations.
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** ''III'' introduced [[ObviousRulePatch 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.
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* ImpliedDeathThreat: Whenever the AI demands technology or gold. Especially in I and II.

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* AscendedExtra: 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 DownloadableContent or expansion was released (Denmark conquering Copenhagen and having two cities with the name, for example).

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* AscendedExtra: After AscendedExtra:
**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 DownloadableContent or expansion was released (Denmark conquering Copenhagen and having two cities with the name, for example).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, Amsterdam, 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.
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Not really an example because all countries in civ have an associated religion due to mechanical reasons, which also applies to secular countries like America under Teddy Roosevelt or Australia under John Curtin.


*** Wilfrid Laurier, though nominally Catholic, was fiercely anticlerical and (given his liberal ideology and tenure in the early 20th century) was a state secularist (and modern Canada has never had a state religion).
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Added example(s)

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* NonIndicativeName: 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 [[ViolationOfCommonSense actively detrimental]].


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** 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 [[{{Irony}} 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 [[ExactWords 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.
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* ThroughHisStomach: 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.
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** In ''II'', an early wonder, Pyramids, provided 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 to set up your economy and caravans in such a way to get few technologies in a single turn. No matter how well you are doing, each tech take at the minimum 4 turns to finish the research. On top of that, hard-coded eras with obligatory techs needed to advance to the next TechTree were added[[note]]Oftentimes, those technologies did nothing by themselves and offered no benefits from researching them[[/note]], to further slow down human player and give AI a sporting chance. Both of those elements have been scrapped in ''IV'', under overwhelming complains from player over FakeDifficulty, ''especially'' since [[MyRulesAreNotYourRules 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 current treasury. Yeah. This was hastly {{nerf}}ed - the interest got capped at mere 50 gold, while 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.

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** 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 are you're doing, each tech take takes 4 turns at the minimum 4 turns to finish the research. finish. On top of that, hard-coded eras with obligatory techs needed to advance to the next TechTree were added[[note]]Oftentimes, those technologies did nothing by themselves and offered no benefits from researching them[[/note]], to further slow down a human player and give the AI a sporting chance. Both of those elements have been were scrapped in ''IV'', under overwhelming complains from player over FakeDifficulty, ''especially'' since [[MyRulesAreNotYourRules 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 hastly hastily {{nerf}}ed - 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.
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Spelling


* ThunderboltIron: 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 unity for your use. (In later stages, this can mean a tank!)

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* ThunderboltIron: 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 unity unit for your use. (In later stages, this can mean a tank!)
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Grammar


** 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 RapePillageAndBurn 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 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.

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** 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 RapePillageAndBurn 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, 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.
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Grammar


** 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 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.

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** 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.
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* ArtificialBrilliance: 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 what they make.

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* ArtificialBrilliance: 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 what war they make.

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