Civilization IV: Warlords
Civilization IV: Warlords | |
---|---|
Developer(s) | Firaxis Games |
Publisher(s) | Take Two Interactive |
Engine | Gamebryo |
Platform(s) | Windows (confirmed) |
Release | July 24 2006 |
Genre(s) | Turn-based strategy |
Mode(s) | Single player, multiplayer |
Civilization IV: Warlords is the first official expansion pack of the critically-acclaimed turn-based strategy video game Civilization IV. [1]
Features
Warlords is due to add many new features [2] to the original game. These include:
- A new category of Great People known as Great Generals;
- The ability to institute vassal states;
- Eight[3] new scenarios, covering:
- the reunification of China around 350 BC;
- the Peloponnesian War around 450 BC;
- Alexander the Great's conquests around 330 BC;
- the Rise of Rome around 300 BC;
- the Age of Vikings around AD 800;
- Genghis Khan's rampage in AD 1206;
- an alternate history scenario entitled "Omen", where Great Britain and France race to settle North America, and;
- a "Barbarians" scenario where the player takes control of the barbarians, who must pillage cities in order to take gold and raise an army.
- Six new civilizations playable in single-player and multiplayer;
- Ten new leaders (Including new civilization leaders);
- Three new leader traits (Charismatic, Protective and Imperialistic);
- Unique buildings for each civilization;
- Three new wonders;
- New units, resources, and improvements;
- Core gameplay tweaks and additions;
- Inclusion of all patches released for original Civilization IV.
Great General
The game introduces a new type of "Great Person" unit, known as a Great General. This unit appears like other Great People, based on the amount of experience that your civilization's units earn. It can be used in a similar manner to other Great Persons: it can be used (with other Great Persons) to trigger a Golden Age, or can join the city as a "Super Specialist", or more specifically, a "Military Advisor" - in which capacity it will add +2 experience points to units created in the city. It can be sacrificed to build a Military Academy, which grants a +25% bonus to military production in that city. It can also be attached to another military unit to create a Warlord unit. Any other units in the same tile at the time a Warlord is created receive +20 experience points. The unit the Warlord is attached to receives free upgrades. It also gains exclusive access to five new promotions:
- Combat VI: +25% strength
- Leadership: +50% experience from combat
- Medic III: Heals units in same and adjacent tiles 15% per turn
- Morale: +1 movement
- Tactics: +30% withdrawal chance
If the unit the Warlord is attached to is destroyed, so is the Warlord.
Vassal States
The new Vassal States feature allows players to take up other empires as "vassals". When an empire becomes a vassal, it has to give money, research development and technology as tribute to its "master", in return for the promise that its master will not destroy the vassal civilization. Alternatively, civilizations can offer their vassalage if they need protection from another enemy. Players can use Vassal States to achieve Domination Victory, since the vassal's land automatically becomes the master's land, but not vice-versa. Similarly, if the master goes to war with another civilization, the vassal too has to go to war. The agreements which establish Vassal State relationships are not permanent, being subject to a renewal every ten turns.
Unique Buildings
In order to make the civilizations unique, every civilization has received a "Unique Building", a building with special advantages. Different civilizations will have different unique buildings. These unique buildings will replace an existing, standard building.
Civilization | Unique Building | Replaces | Bonuses |
---|---|---|---|
America | Mall | Supermarket | +10% Commerce; +1 Happiness from Hit Musicals, Hit Singles and Hit Movies |
Arabia | Madrassa | Library | +2 culture (+4 total); can turn two citizens into Priests |
Aztecs | Sacrificial Altar | Courthouse | -50% unhappiness from sacrifice; costs 90 (reduced from 120) |
Carthage | Cothon | Harbor | +1 trade route; costs 100 (increased from 80) |
Celts | Dúns | Walls | Free Guerilla I promotion to units built in this city |
China | Pavilion | Theater | +25% culture |
England | Stock Exchange | Bank | +15% commerce (+65% total) |
Egypt | Obelisk Template:Ref 1 | Monument | Can turn two citizens into Priests |
France | Salon | Observatory | +1 free Artist |
Germany | Assembly Plant | Factory | +50% production with Coal (+75% total); can turn four citizens into Engineers |
Greece | Odeon | Colosseum | +3 culture; +1 happiness from Hit Singles; can turn two citizens into Artists |
Incans | Terrace | Granary | +2 culture |
India | Mausoleum | Jail | +2 happiness |
Japan | Shale Plant | Coal Plant | +10% production (+60% total) |
Korea | Seowon | University | +10% research (+35% total) |
Mali | Mint | Forge | +10% commerce |
Mongolia | Ger | StableTemplate:Ref 2 | Mounted units get +2 experience |
Ottomans | Hammam | Aqueduct | +2 happiness |
Persia | Apothecary | Grocer | +2 health |
Rome | Forum | Market | +25% great person birth rate |
Russia | Research Institute | Laboratory | +2 free Scientists |
Scandinavia | Trading Post | Lighthouse | Free Navigation I promotion to naval units built in this city |
Spain | Citadel | Castle | Siege weapons get +2 experience; -50% damage from non-gunpowder bombardment |
Zululand | Ikhanda | Barracks | -20% maintenance |
Template:Ref 1The regular Obelisk from the original game has been renamed to a Monument.
Template:Ref 2The Stable will be a new building, unlocked when the "Horseback Riding" technology is researched. [4]
New content
New leader traits
Three new leader traits will be added:
Trait name | Effect |
---|---|
Charismatic | +1 happiness per city, -25% XP needed for unit promotions, +1 happiness from Monument and Broadcast Tower |
Protective | Archery and Gunpowder units receive Drill I and City Garrison I automatically, Double production speed of Walls and Castle |
Imperialistic | +100% Great General emergence, +25% production speed of settlers |
New civilizations
Six new civilizations have been introduced:
Civilization | Starting Technologies | Leader | Leader Traits | Favored Civic | Unique Unit | Replaces |
---|---|---|---|---|---|---|
Carthage | Mining, Fishing | Hannibal | Charismatic, Financial | Free Market | Numidian Cavalry | Horse Archer |
Celts | Hunting, Mysticism | Brennus | Spiritual, Charismatic | Organized Religion | Gallic Warrior | Swordsman |
Korea | Mysticism, Mining | Wang Kon | Protective, Financial | Caste System | Hwacha | Catapult |
Ottoman Empire | The Wheel, Agriculture | Mehmed II | Expansive, Organized | Vassalage | Janissary | Musketman |
Scandinavia | Hunting, Fishing | Ragnar | Aggressive, Financial | Hereditary Rule | Berserker | Maceman |
Zululand | Unknown | Shaka | Aggressive, Expansive | Police State | Impi | Spearman |
New leaders
Apart from the leaders of the six new civilizations, there are four new leaders in Civilization IV: Warlords.
Civilization | Leader | Leader Traits | Favorite Civic |
---|---|---|---|
Egypt | Ramesses II | Industrious, Spiritual | Theocracy |
England | Winston Churchill | Charismatic, Protective | Nationhood |
Rome | Augustus Caesar | Organized, Creative | Representation |
Russia | Joseph Stalin | Aggressive, Industrious | State Property |
Existing leaders
Some existing leaders will incorporate the new traits introduced in Warlords, and some have their traits shuffled. Traits in bold are new traits introduced for that leader. These new traits replace the older assignment of traits for the leader. The older traits are given alonside.
Civilization | Leader | New Traits | Old trait(s) |
---|---|---|---|
America | Washington | Charismatic, Expansive | Financial, Organized |
Arabia | Saladin | Protective, Spiritual | Philosophical |
China | Mao Zedong | Expansive, Protective | Philosophical, Organised |
Qin Shi Huang | Industrious, Protective | Financial | |
England | Victoria | Financial, Imperialistic | Expansive |
France | Napoleon | Charismatic, Organized | Aggresive, Industrious |
Germany | Frederick | Organized, Philosophical | Creative |
Inca | Huayna Capac | Financial, Industrious | Aggressive |
India | Gandhi | Philosophical, Spiritual | Industrious |
Japanese | Tokugawa | Aggressive, Protective | Organised |
Mongolia | Genghis Khan | Aggressive, Imperialistic | Expansive |
Persia | Cyrus | Charismatic, Imperialistic | Creative, Expansive |
Rome | Julius Caesar | Imperialistic, Organized | Expansive |
Russian | Catherine | Creative, Imperialistic | Financial |
New scenarios
- Peloponnesian Wars: After vanquishing the Persian invasion, Athens and Sparta find themselves competing for ownership of the Greek world at the close of the fifth-century BC.
- Chinese Unification: Starting in 350BC, this scenario sees the player struggling to defeat rival kingdoms to gain control of China.
- Alexander's Conquests: Alexander's scenario has distinct features that are not seen in other scenarios added. In this scenario, the player controls both the Macedonian forces and Alexander himself, who is represented in the game as a special Great General unit who cannot die in battle (and is instead "wounded" for a few turns). The technologies for this scenario are all military and give benefits to units in the field. Finally, the civic menu will be replaced with a series of titles (ranging from "Alexander the Upstart" to "Alexander the Great") and will aid the player by giving reductions to war weariness and city maintenance costs.
- The Rise of Rome: With Greek power on the wane, the powers of Rome, Carthage, Gaul and Egypt rise to compete for ownership of the Mediterranean.
- Vikings: As ruler of the Vikings, the player will organize massive, loot-gathering raids on the rest of Europe.
- Genghis Khan: Khan's scenario is very different from the others added. The Mongolian civilization will be able to construct a unique "camp" unit, which will automatically create different units when it is stationary, depending on its location. The goal of the scenario is not to create a large empire, but to destroy all rival empires. The technology tree for the Mongolians in this scenario will be fundamentally different from the generic Civilization IV technology tree; instead a wide variety of technologies can be learned by conquering enemy cities.
- Omen: In an alternative history setting, the player must race to colonise North America while playing as either France or Great Britain. Whilst playing, various supernatural and mysterious events can occur.
- Barbarians: In a new gameplaying concept, the player takes control of the barbarian state, who's aim is to destroy all other civilizations on a randomly-generated map. In this scenario, cities are rendered uncatchable; instead, if a barbarian unit enters a city it is razed, providing gold with which further units can be produced.
New World Wonders
- The Great Wall
- Cost: 250 (double speed with Stone)
- +2 Culture
- Prevents Barbarians from entering your current cultural borders on that continent (the wall does not move as your borders expand)
- Doubles the number of Great Generals emerging from combat inside your cultural borders
- Requires Masonry
- The Temple of Artemis
- Cost: 400 (double speed with Marble)
- +8 Culture
- Income from trade routes doubled in that city
- Gives one free priest specialist in that city
- Requires Polytheism
- Obsolete with Chemistry
New Buildings
- Stable - The stable is available only after the "Horseback Riding" technology is researched.
- Monument - The Monument is the new name for the "Obelisk", a building present in the vanilla Civilization IV. The Obelisk itself will become a unique building for the Egyptian Civilization, i.e. an upgrade to the Monument.
New Units
The game will include new units:
- Trireme (Naval vessel) - Str 2, Move 2, Cost 50; +50% vs. galleys, no cargo space
- Trebuchet (Siege Weapon) - Str 4, Move 1, Cost 60; +100% city attack, bombards defenses for -25%/turn
- Great General (Great Person).
Civiliation-Specific Units
- Impi (Zulus): Spearman with 2 movement and -1 terrain movement cost
- Gallic Warrior (Celts): Swordsman with free Guerilla I promotion
- Hwacha (Koreans): Catapult with +50% atack vs. melee
- Berserker (Vikings): Amphibious Maceman with +10% city attack
- Janissary (Ottomans): Musketman with +25% vs. archers, melee, and cavalry
- Numidian Cavalry (Carthage): Str 5 horse archer with +50% attack vs. melee
Scenario & "Flavor" Units
Most of these units appear to be for the scenarios, and may or may not be included in the Epic game.
- Chinese Junk
- Chinese Archer
- Chinese Chariot
- Chinese Spearman
- Egyptian Archer
- Arab Archer
- Slinger
- Macedonian Companion Cavalry
- Macedonian Hypaspist
- Viking Treasure Cart
- Mongol Camp
- Mongol "Naginata"