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* Eurabia: This can happen if you manage a Muslim faction, especially the Ottoman Empire.
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* TheRevolutionWillNotBeCivilized: The cutscenes for the two different kinds of revolutions play into this. When an Anti-Monarchy revolution is successful you're treated to a cutscene of the deposed King being marched to the guillotine and decapitated by it, and when an Anti-Republic revolution is successful you're treated to a cutscene of a conspirator setting fire to a stack of gunpowder barrels and blowing up the capitol building while parliment is in session.
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** Line infantry, the most common infantry available to European powers, start the game with no access to bayonets. Three different types of bayonets must be researched in sequence before they can be used: the plug bayonet, the ring bayonet and the socket bayonet. However, in real life, the socket bayonet was already in widespread use by the time of the game's start (1700 A.D.), while the player likely won't have access to it until a few decades have gone by.
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** The Puckle Gun, much like the historical weapon it was based on, is an example of something with a lot of flash and almost no practicality. It's a very late-game technology that fires slightly faster and farther than a musket but is an expensive novelty that is purely defensive which means it's not going to do a lot of good for you in field battles and sieges unless you're the defender.
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** Line Infantry lives and breathes this trope. According to the ingame wiki, Line Infantry is THE backbone of every single army in the game. Their whole job is to bring their guns and shoot them at the enemy. And

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** Line Infantry lives and breathes this trope. According to the ingame wiki, Line Infantry is THE backbone of every single army in the game. Their whole job is to bring their guns and shoot them at the enemy. AndAnd if all else fails, they'll give them the bayonet.

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* AwesomeButImpractical: First-Rate Ships. Especially the ''Santissima Trinidad''. They're so slow and they hurt your economy so much ''just by merely existing''.

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* AwesomeButImpractical: First-Rate and Second-Rate Ships. Especially the ''Santissima Trinidad''. ''HMS Victory''. They're so slow and they hurt your economy so much ''just by merely existing''.existing''.
** Is a standard First-Rate not good enough for you? Well, some European nations didn't think it was big enough either so they invented the ''Heavy First-Rate''. A literal barge that can absorb a thousand cannonballs but pays for it with sluggish speed and less firepower than a normal First-Rate. Oh, and you'll most likely bankrupt yourself in the campaign by building more than one of these.



** Line Infantry lives and breathes this trope. According to the ingame wiki, Line Infantry is THE backbone of every single army in the game. Their whole job is to bring their guns and shoot them at the enemy.

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** Line Infantry lives and breathes this trope. According to the ingame wiki, Line Infantry is THE backbone of every single army in the game. Their whole job is to bring their guns and shoot them at the enemy. And


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* GoddamnBats: The Pirates faction can quickly become a pain in the ass at the start of Grand Campaign because they already have Galleons and Fluyts at their disposal while everyone else only has access to weaker ships.


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* WolfInSheepsClothing: In real life, the Fluyt was a trade ship that was designed for maximum transoceanic delivery. Here in ''Empire'', the Fluyt is a trade ship that is strong enough to bleed and sink any pirates looking for an easy score. Having a few Fluyts in a Trade Fleet can be sufficient enough to remove the need to protect it with an escort.
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** Demicannons and 3-In Mortars are nigh-useless in field battles and siege assaults as they cannot move once deployed and lack the range to hit a fort without receiving counter-battery fire.

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** Demicannons Demi-cannons and 3-In Mortars Sakers are nigh-useless in field battles and siege assaults as they cannot move once deployed and lack the range to hit a fort without receiving counter-battery fire.
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** Demicannons and 3-In Mortars are nigh-useless in field battles and siege assaults as they cannot move once deployed and lack the range to hit a fort without receiving counter-battery fire.


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* MagikarpPower: Artillery is at a point were it has matured enough to be practical but is not practical enough to be convenient and decisive, even with veteran crews to provide reliable accuracy.
** Traditional Cannons have a very niche role in breaking structures and infantry squares with solid shot and shotgunning masses of enemy troops with canister as a last resort. Outside of that, solid shot is almost useless in any other situation. Shrapnel shot is a significant upgrade that gives them some utility in field battles but is a late-game technology requiring years of research.
** Explosive shells offer a better alternative to solid shot but, due to being a very recent concept that's still in its infancy, are not reliable as they detonate at random intervals. Percussive shells are the best option for devastating field armies and fortifications from long-range but is another late-game technology.
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** Maratha Confederacy: Can field sword infantry which are excellent in melee combat. Inferior navy with dated ship designs.
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* FactionCalculus: Every faction has unique differences in their unit rosters.
** England: Superior ships.
** France: Ships are faster but have less hull strength.
** Ottoman Empire: Inferior navy with dated ship designs that are poorly armed and fragile.

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* CannonFodder: The Armed Citizenry are little more than local townsfolk hastily given muskets and would break before just about ''any'' other unit. They are mainly used in sieges, either in [[ZergRush massed rushes]] or for garrisoning buildings.

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* CannonFodder: CannonFodder:
**
The Armed Citizenry are little more than local townsfolk hastily given muskets and would break before just about ''any'' other unit. They are mainly used in sieges, either in [[ZergRush massed rushes]] or for garrisoning buildings.buildings.
** The Brig and the Sloop-of-War are too small to be useful in naval battles. They're fast enough to execute flanking maneuvers and have sufficient firepower to outgun trade ships but they die very quickly to even Fifth-rates and Sixth-rates.

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* UsefulNotes/AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia (the only playable one) are all factions, along with the Austrian Empire. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully (You can also use it to your advantage: for example attacking Saxony gives you the ability to wage war with Poland-Lithuania without immediately provoking Russia).

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* UsefulNotes/AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia UsefulNotes/{{Prussia}} (the only playable one) are all factions, along with the [[UsefulNotes/TheSoundOfMartialMusic Austrian Empire.Empire]]. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully (You can also use it to your advantage: for example attacking Saxony gives you the ability to wage war with Poland-Lithuania without immediately provoking Russia).



** ''Empire'' and ''Napoleon'' both feature Moscow as the capital of the Russian Empire. While Moscow was the historical kernel of the Empire and later became a capital once more, St. Petersburg filled this role from 1713 to 1918. This also includes the Russian unique buildings the Winter Palace and the Kunstkamera museum, which are located in St. Petersburg in RealLife but can only be built in Moscow in the game. Part of this is the fault of the game's design, which prevents the changing of capitals, which are the only places where the faction-specific capitol buildings can be built . And to be fair, in the year 1700, Moscow was still Russia's capital city.

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** ''Empire'' and ''Napoleon'' both feature Moscow as the capital of the Russian Empire. While Moscow was the historical kernel of the Empire and later became a capital once more, St. Petersburg filled this role from 1713 to 1918. This also includes the Russian unique buildings the Winter Palace and the Kunstkamera museum, which are located in St. Petersburg in RealLife but can only be built in Moscow in the game. Part of this is the fault of the game's design, which prevents the changing of capitals, which are the only places where the faction-specific capitol buildings can be built .built. And to be fair, in the year 1700, Moscow was still Russia's capital city.



* AntiCavalry: The square formation is the infantryman's very eloquent and persuasive argument against cavalry, but charging your cavalry head on into infantry is a bad idea in general. Cavalry are restricted to flanking and maneuvering by this time in history, and the vast majority of infantry can hold their own against any force of cavalry stupid enough to try a full frontal charge, thank you very much. Cavalry are best used as flankers; failing that, they are best concentrated against small segments of line to break units in detail while the infantry focus on keeping the other side's infantry from turning their guns on the cavalry. Some infantry units are also capable of placing a long row of spikes that are difficult to see and will shred any charging cavalry formation. AI-controlled cavalry regiments are happy to charge straight through the spikes and lose half their men.
* {{Arcadia}}: When the game starts, all the agricultural buildings are small and peaceful farms. This changes over the course of the game, as agriculture becomes centralised and industrialised.
** That is, when enemy armies [[RapePillageAndBurn aren't raiding them.]]

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* AntiCavalry: The square formation is the infantryman's very eloquent and persuasive argument against cavalry, but charging your cavalry head on into infantry is a bad idea in general. Cavalry are largely restricted to flanking and maneuvering when battling infantry by this time in history, and the vast majority of infantry can hold their own against any force of cavalry stupid enough to try a full frontal charge, thank you very much. Cavalry are best used as flankers; failing that, they are best concentrated against small segments of line to break units in detail while the infantry focus on keeping the other side's infantry from turning their guns on the cavalry. Some infantry units are also capable of placing a long row of spikes that are difficult to see and will shred any charging cavalry formation. AI-controlled cavalry regiments are happy to charge straight through the spikes and lose half their men.
* {{Arcadia}}: When the game starts, all the agricultural buildings are small and peaceful farms. farms (that is, when enemy armies aren't [[RapePillageAndBurn raiding them]]). This changes over the course of the game, as agriculture becomes centralised and industrialised.
** That is, when enemy armies [[RapePillageAndBurn aren't raiding them.]]
industrialised.



* ArtisticLicenseShips: All ships, including merchantmen, are shown as capable of fighting with both broadsides at a time. In reality, most warships had their crew size limited by logistics and the navy's budget, and would often keep just enough gunners to fight on one side of the ship. Navies with lower budgets often had to settle with a single crew for multiple guns, let alone merchant ships.

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* ArtisticLicenseShips: ArtisticLicenseShips:
**
All ships, including merchantmen, are shown as capable of fighting with both broadsides at a time. In reality, most warships had their crew size limited by logistics and the navy's budget, and would often keep just enough gunners to fight on one side of the ship. Navies with lower budgets often had to settle with a single crew for multiple guns, let alone merchant ships.



* CuttingTheKnot: Most, if not all of your problems, can be solved with some degree of violence. Troublesome Minor Nations? Go to war and crush them. Unhappiness? Wait for the rebels and then murder them all, which will put the populace back in check. Pirates raiding your trade routes? Wipe them out to the last man.
** [[DecapitatedArmy Generals]] too, are more easily dispatched in battle then by assassination or duels, since being surrounded by an entire army makes a Rake's mission difficult and being practiced blades make Generals formidable duelists.

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* CuttingTheKnot: CuttingTheKnot:
**
Most, if not all of your problems, can be solved with some degree of violence. Troublesome Minor Nations? Go to war and crush them. Unhappiness? Wait for the rebels and then murder them all, which will put the populace back in check. Pirates raiding your trade routes? Wipe them out to the last man.
** [[DecapitatedArmy Generals]] too, are more easily dispatched in battle then than by assassination or duels, since being surrounded by an entire army makes a Rake's mission difficult and being practiced blades make Generals formidable duelists.



* GlassCannon: Artillery. Despite being ''the'' core of a proper army, even moreso in the latter, they are extremely vulnerable in close quarters unless immediately supported by infantry (preferably line) or cavalry to check a charge... or with canister shot ready and waiting to be fired to do the same. Part of the role of cavalry in the game is to destroy (can't capture 'em) any undefended guns that they can charge... from the side or behind, that is.

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* GlassCannon: GlassCannon:
**
Artillery. Despite being ''the'' core of a proper army, even moreso in the latter, they are extremely vulnerable in close quarters unless immediately supported by infantry (preferably line) or cavalry to check a charge... or with canister shot ready and waiting to be fired to do the same. Part of the role of cavalry in the game is to destroy (can't capture 'em) any undefended guns that they can charge... from the side or behind, that is.



* PoliticallyCorrectHistory: Game takes place in the 18th Century, with hardly a mention of slavery except that you can abolish it. The West African trade theater, which historically was at the heart of the Atlantic slave trade, is wholly an ivory market.



* PoliticallyCorrectHistory: Game takes place in the 18th Century, with hardly a mention of slavery except that you can abolish it. The West African trade theater, which historically was at the heart of the Atlantic slave trade, is wholly an ivory market.
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* NintendoHard: Being a shadow of its former self, The Ottoman Empire truly is "The Sick Man of Europe" as their starting situation is potentially perilous. They have a lot of territory that is underdeveloped and whatever few troops and ships they have available are really behind with the times. Their economy has also stagnated heavily ever since the Europeans discovered the new world and established new trade routes, effectively circumventing the Ottoman's position as the gateway to Asia. All of this means that the Ottomans are hard-pressed to defend themselves against bold invaders seeking to annex their lands and rise back up to being a prestigious power in Europe.
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* DamnYouMuscleMemory: In contrast to the previous installments, conquering the whole map by taking territories has become a counter-intuitive (perhaps even impossible) practice. This is because every additional territory you capture increases the costs of your administration until you reach a point where you can hardly make a tidy profit. And the problems with public order in those conquered territories become increasingly harder to deal with. You can very well pop your empire like a balloon by overexpanding and collapsing from bankruptcy, invasions, and rebellions.
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* {{Protectorate}}: An option for minor nations is to become one to the larger nations, and you can even force a great power to do this. This provides no benefit other than military access and an alliance, which you can get in one package peacefully with a bit of diplomacy, and since you're likely only to get a protectorate after a war, you might as well just go the whole nine yards and wipe out the faction. Britain starts with the Thirteen Colonies, the French with Louisiana, Spain with New Spain, Poland-Lithuania with Saxony and Courland and the Ottoman Empire with the Barbary States and Crimean Khanate.

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* {{Protectorate}}: An option for minor nations is to become one to the larger nations, and you can even force a great power to do this. This provides no benefit other than military access and an alliance, which you can get in one package peacefully with a bit of diplomacy, as well as the protecting power getting to keep half the protectorate's gross income, and since you're likely only to get a protectorate after a war, you might as well just go the whole nine yards and wipe out the faction. Britain starts with the Thirteen Colonies, the French with Louisiana, Spain with New Spain, Poland-Lithuania with Saxony and Courland and the Ottoman Empire with the Barbary States and Crimean Khanate.
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** The Enlightenment will come to a close as you approach 1800, with the western world's optimism in progress being choked out by all the conflict and rebellion in the last 100 years.

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** By game's start in 1700, the European continent is looking forward to the end of the feudal model and the beginning of a new age of reason and progress. The Enlightenment will come to a close as you approach 1800, with the western world's optimism in progress being choked out by all the conflict and rebellion in the last 100 years.
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* ArtisticLicenseShips: All ships, including merchantmen, are shown as capable of fighting with both broadsides at a time. In reality, most warships had their crew size limited by logistics and the navy's budget, and would often keep just enough gunners to fight on one side of the ship. Navies with lower budgets often had to settle with a single crew for multiple guns, let alone merchant ships.
** The Dutch fluyt is depicted as a 42-gun LightningBruiser akin to a proper frigate, while in real life it was a line of light merchant ships designed for maximum cargo space, with minimum accommodation for speed and combat power.
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** There was no Britain in 1700; England, Ireland and Scotland were three separate countries in a person union until 1707, when England and Scotland joined to become Great Britain, and Ireland wasn't absorbed for nearly another century.
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* {{Protectorate}}: An option for minor nations is to become one to the larger nations, and you can even force a great power to do this. This provides no benefit other than military access and an alliance, which you can get in one package peacefully with a bit of diplomacy, and since you're likely only to get a protectorate after a war, you might as well just go the whole nine yards and wipe out the faction. Britain starts with the Thirteen Colonies, the French with Louisiana, Spain with New Spain, Poland-Lithuania with Saxony and Courland and the Ottoman Empire with the Barbary States.

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* {{Protectorate}}: An option for minor nations is to become one to the larger nations, and you can even force a great power to do this. This provides no benefit other than military access and an alliance, which you can get in one package peacefully with a bit of diplomacy, and since you're likely only to get a protectorate after a war, you might as well just go the whole nine yards and wipe out the faction. Britain starts with the Thirteen Colonies, the French with Louisiana, Spain with New Spain, Poland-Lithuania with Saxony and Courland and the Ottoman Empire with the Barbary States.States and Crimean Khanate.
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** Portugal isn't so much a vestigial empire as most of its territory was located in Brazil and Africa, which do not appear in the game except as trade theaters you can't conquer or colonize.
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* AlternateHistory: TakeOverTheWorld as Poland? It's in the cards! A [[UsefulNotes/AllTheLittleGermanies united]] [[UsefulNotes/ImperialGermany Germany]] by 1750? Actually pretty easy! Native Americans expeling the European colonists? Go right ahead! All these and more are possible scenarios.

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* AlternateHistory: TakeOverTheWorld as Poland? It's in the cards! A [[UsefulNotes/AllTheLittleGermanies united]] [[UsefulNotes/ImperialGermany Germany]] by 1750? Actually pretty easy! Native Americans expeling expelling the European colonists? Go right ahead! All these and more are possible scenarios.
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The Kingdom has been renamed The Good Kingdom. ZCE and unclear examples are being zapped; add back with more context if correct.


* TheKingdom: Two varieties: absolute and constitutional. There are no long term benefits to absolute monarchy. There is a public order bonus due to repression, a decrease in the cost of units, and because most nations are of this government type, there is a diplomatic bonus in being one. However, the decreases to research, economic development, and lower class public order are very bad for the middle game, and the lack of any mechanism besides firing one minister per turn, makes it harder to get rid of a bad government. Also, your allies are going to betray you or abandon you at some point unless you are scrupulous in never stepping on their toes. In pretty much every way, therefore, it's preferable to have either a constitutional monarchy or a republic after the first twenty turns or so.
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* AlternateHistory: TakeOverTheWorld as Poland? It's in the cards! A [[UsefulNotes/AllTheLittleGermanies united]] [[UsefulNotes/ImperialGermany Germany]] by 1750? Hard, but doable! Native Americans expeling the European colonists? Go right ahead! All these and more are possible scenarios.

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* AlternateHistory: TakeOverTheWorld as Poland? It's in the cards! A [[UsefulNotes/AllTheLittleGermanies united]] [[UsefulNotes/ImperialGermany Germany]] by 1750? Hard, but doable! Actually pretty easy! Native Americans expeling the European colonists? Go right ahead! All these and more are possible scenarios.
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* CuttingTheKnot Most, if not all of your problems, can be solved with some degree of violence. Troublesome Minor Nations? Go to war and crush them. Unhappiness? Wait for the rebels and then murder them all, which will put the populace back in check. Pirates raiding your trade routes? Wipe them out to the last man.

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* CuttingTheKnot CuttingTheKnot: Most, if not all of your problems, can be solved with some degree of violence. Troublesome Minor Nations? Go to war and crush them. Unhappiness? Wait for the rebels and then murder them all, which will put the populace back in check. Pirates raiding your trade routes? Wipe them out to the last man.
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* HistoricalDomainCharacter: The starting generals and leaders are historical figures from the time of the UsefulNotes/WarOfTheSpanishSuccession. To give an example: Britain's starting generals are the Duke of Marlborough and the Earl of Galway, its fleet admiral is Sir George Rooke, and the first head of government is Sidney Godolphin. Occasionally, you will be able to recruit real historical figures as generals and admirals later in the campaign.
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* AlternateHistory: TakeOverTheWorld as Poland? Its in the cards! A [[UsefulNotes/AllTheLittleGermanies united]] [[UsefulNotes/ImperialGermany Germany]] by 1750? Hard, but doable! Native Americans expeling the European colonists? All this and more are possible scenarios.

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* AlternateHistory: TakeOverTheWorld as Poland? Its It's in the cards! A [[UsefulNotes/AllTheLittleGermanies united]] [[UsefulNotes/ImperialGermany Germany]] by 1750? Hard, but doable! Native Americans expeling the European colonists? colonists? Go right ahead! All this these and more are possible scenarios.

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* AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia (the only playable one) are all factions, along with the Austrian Empire. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully (You can also use it to your advantage: for example attacking Saxony gives you the ability to wage war with Poland-Lithuania without immediately provoking Russia).

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* AllTheLittleGermanies: UsefulNotes/AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia (the only playable one) are all factions, along with the Austrian Empire. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully (You can also use it to your advantage: for example attacking Saxony gives you the ability to wage war with Poland-Lithuania without immediately provoking Russia).



* AlternateHistory: TakeOverTheWorld as Poland? Its in the cards! A [[UsefulNotes/AllTheLittleGermanies united]] [[UsefulNotes/ImperialGermany Germany]] by 1750? Hard, but doable! Native Americans expeling the European colonists? All this and more are possible scenarios.



* AlternateHistory: TakeOverTheWorld as Poland? Its in the cards! A [[AllTheLittleGermanies united]] [[GermanEmpire Germany]] by 1750? Hard, but doable! Native Americans expeling the European colonists? All this and more are possible scenarios.
Is there an issue? Send a MessageReason:
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* AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia (the only playable one) are all factions, along with the Austrian Empire. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully (You can also use it to your advantage: for example attacking Saxony gives you the ability to wage war with Poland-Lithuania without provoking Russia).

to:

* AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia (the only playable one) are all factions, along with the Austrian Empire. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully (You can also use it to your advantage: for example attacking Saxony gives you the ability to wage war with Poland-Lithuania without immediately provoking Russia).
Is there an issue? Send a MessageReason:
None


* AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia (the only playable one) are all factions, along with the Austrian Empire. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully.

to:

* AllTheLittleGermanies: Set during the era's latter period. Bavaria, Saxony, Hanover, Westphalia[=/=]Hessen, and Prussia (the only playable one) are all factions, along with the Austrian Empire. Playing as Prussia brings how confusing and precarious the political situation was at the time; declaring war willy-nilly will quickly get your struggling kingdom in a war with [[DisasterDominoes Britain, France, Austria, Poland-Lithuania, and Russia]] in short order if they aren't dealt with carefully.carefully (You can also use it to your advantage: for example attacking Saxony gives you the ability to wage war with Poland-Lithuania without provoking Russia).
Is there an issue? Send a MessageReason:
None


* {{Protectorate}}: An option for minor nations is to become one to the larger nations, and you can even force a great power to do this. This provides no benefit other than military access and an alliance, which you can get in one package peacefully with a bit of diplomacy, and since you're likely only to get a protectorate after a war, you might as well just go the whole nine yards and wipe out the faction. Britain starts with the Thirteen Colonies, the French with Louisiana, and the Ottoman Empire with the Barbary States.

to:

* {{Protectorate}}: An option for minor nations is to become one to the larger nations, and you can even force a great power to do this. This provides no benefit other than military access and an alliance, which you can get in one package peacefully with a bit of diplomacy, and since you're likely only to get a protectorate after a war, you might as well just go the whole nine yards and wipe out the faction. Britain starts with the Thirteen Colonies, the French with Louisiana, Spain with New Spain, Poland-Lithuania with Saxony and Courland and the Ottoman Empire with the Barbary States.

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